What problem does it solve? Unity projects fail silently in ways that cost days of debugging: serialized fields that never store values, collision callbacks that never fire, CI builds that report success while shipping nothing, and per-frame allocations that cause GC hitches. This Skill encodes the engine's actual rules — verified against Unity 6.3 LTS through 6.6 — so code is written and reviewed correctly the first time. ## Core Features & Use Cases - Serialization and lifecycle correctness: Covers Unity's field-only serializer, [SerializeField] and [SerializeReference] rules, MonoBehaviour callback order, coroutines versus Awaitable, and version-gated API changes like the Find* obsoletions. - Rendering, performance, and memory workflows: Diagnoses SRP Batcher and GPU Resident Drawer eligibility, MaterialPropertyBlock pitfalls, texture import settings, Addressables lifetime, and Profiler-driven GC and frame-time optimization. - Build and CI automation: Scripts batch-mode player builds that fail loudly via BuildReport exit codes, handles IL2CPP stripping with link.xml, licensing on headless runners, and the Unity Test Framework command line. - Use Case: A CI job goes green while the player build fails. The Skill identifies that BuildPipeline.BuildPlayer returns a BuildReport instead of throwing, that -quit masks the failure, and that the build script must live under an Editor folder — then produces the corrected script and shell wrapper. ## Quick Start Ask the agent to review your Unity component or build script, stating your Unity version, for example: review this MonoBehaviour for serialization and per-frame allocation problems on Unity 6000.3.