gameplay-mechanic

Implements Unity gameplay mechanics from design docs through code, scene assembly, and verification.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Implementing a gameplay mechanic in Unity involves many failure points: unconfirmed design intent, magic numbers scattered across prefabs, broken compilation discovered too late, and silent asset corruption. This Skill enforces a disciplined workflow that takes a mechanic from its design document to a verified, review-ready implementation. ## Core Features & Use Cases - Doc-driven implementation: Reads the mechanic's design document first, blocks work on unconfirmed (status: proposed) specs, and pulls tuning numbers from the doc instead of inventing them silently. - Code architecture conventions: Enforces single-responsibility components, ScriptableObject balance configs, Input System abstraction, object pooling, and correct Update/FixedUpdate separation. - Cheap verification loop: Validates compilation per-script before full builds, checks the console for errors, and confirms prefab field values and pool cleanup by reading actual state rather than trusting code. - Placeholder and handoff handling: Ships honest placeholder primitives with TODO markers and handoff files when art or audio assets are missing, so tasks can still close. - Use Case: You receive a design doc for a shooting mechanic. The Skill guides you to write the shooter component, wire it into prefabs via editor tooling, verify compilation and console cleanliness, then hand the user a concrete playtest script for acceptance. ## Quick Start Implement the shooting mechanic described in its design doc, following the gameplay-mechanic workflow, and report what to playtest.

Frequently Asked Questions about gameplay-mechanic

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

FAQPage Schema
How do I implement a Unity gameplay mechanic from a design document?

Read the design doc fully first and confirm its status is not 'proposed'. Write the C# component scripts, verify compilation, then wire prefabs and scenes using editor tooling. Finish by verifying actual field values and handing the user a concrete playtest script.

Where should balance numbers live in a Unity project?

Balance numbers belong in a ScriptableObject config asset, not in field initializers on prefabs. This makes tuning a single-file edit that a non-programmer can open and adjust directly.

Should Unity gameplay code use Update or FixedUpdate?

Per-frame logic goes in Update, while physics and forces go in FixedUpdate. Multiply movement by deltaTime so behavior does not depend on frame rate.

What should I do when a Unity mechanic needs art assets that do not exist yet?

Use an obvious placeholder such as a red capsule or white square, mark it with a TODO comment referencing a handoff file, and describe what asset is needed and where it goes. The task can still pass acceptance with the placeholder.

Why avoid GameObject.Find in Unity gameplay scripts?

GameObject.Find and string-based lookups are slow and fragile, breaking silently when objects are renamed. Assign references through serialized fields set in the prefab instead.