feedback-polish

Guides implementation of game feel effects like camera shake, hit sounds, and particles in Unity.

Updated Apr 27, 2024
One-click install
npx skills add https://github.com/IgorGribowsky/rts-sandbox --skill feedback-polish-igorgribowsky
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: feedback-polish
Source: https://github.com/IgorGribowsky/rts-sandbox/tree/main/rts-sandbox-src/.claude/skills/feedback-polish
Command: npx skills add https://github.com/IgorGribowsky/rts-sandbox --skill feedback-polish-igorgribowsky

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about feedback-polish

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement camera shake in Unity without drift?

Use a single dedicated camera component that accepts force and duration, applies decaying shake, and returns the camera exactly to its original position. Add a force cap and minimum interval between shakes so simultaneous events do not stack into violent jitter.

How to prevent too many simultaneous sound effects in a game?

Limit each sound to a maximum number of concurrent instances and enforce a minimum interval between triggers. Set up mixer groups for music, effects, and UI early, and add slight random pitch variation to frequently repeated sounds.

Should game effect durations be in frames or seconds?

Always use seconds, never frames. A shake defined as 10 frames becomes twice as short on a faster machine, so frame-based timing breaks game feel across different hardware.

How do I handle hit-stop or time freeze in Unity?

Implement hit-stop through game time scale rather than frame delays, keep pauses very short to avoid physics jumps, and ensure UI and menu sounds do not depend on game time. Restore time to its previous value, not to one.

Why do particle effects accumulate after scene restarts?

Effect pools that are not cleaned on restart leave dead objects in the scene. Every pooled effect needs a finite duration with self-cleanup, and the pool must be cleared when the scene reloads.

When should polish work not change game mechanics?

Polish must never alter game rules. If making combat feel better requires changing fire rate or damage, that is a balance decision belonging to the mechanics documentation, not a feedback polish change.