What problem does it solve? Game feel work (sound, camera shake, hit flashes, particles) cannot be verified by facts alone, and common mistakes like frame-dependent durations, stacked camera shake, and sound overload silently degrade the player experience. This Skill provides concrete rules for implementing feedback effects correctly in a Unity RTS project. ## Core Features & Use Cases - Camera Shake Rules: Enforces a single dedicated camera shake component with decay, exact return to origin, force caps, and a player-configurable intensity setting. - Audio Discipline: Requires mixer groups from the start, limits on simultaneous instances of the same sound, pitch variation for repeated sounds, and sounds that survive scene reloads. - Particle and Time-Stop Safety: Mandates pooled effects with self-cleanup, second-based (not frame-based) durations, and correct handling of game-time pauses so UI and physics behave properly. - Use Case: When adding a hit effect to unit combat, apply this Skill to configure the sound limiter, a decaying camera impulse, and a pooled particle burst, then verify mechanically that the camera returns to its exact position and the effect pool does not grow across restarts. ## Quick Start Apply the feedback-polish guidelines to review and improve the hit feedback, camera shake, and sound effects in the current Unity scene.