last update
Jun 2, 2026
license
MITv1.0.0
format
SKILL.md
- Install
// Downloads SKILL.md into ~/.claude/skills/unity-game-builder/
$ curl -fsSL --create-dirs -o ~/.claude/skills/unity-game-builder/SKILL.md https://claudeskil.com/skills/unity-game-builder/SKILL.md - Invoke
// Inside Claude Code, type the skill name as a slash command
> /unity-game-builder help me ship this - Or copy this from the README
// extracted csharp block
$ [BurstCompile] public partial struct MoveSystem : ISystem { public void OnUpdate(ref SystemState state) { float dt = SystemAPI.Time.DeltaTime;
- name:
- Unity Game Builder
- slug:
- unity-game-builder
- version:
- v1.0.0
- license:
- MIT
- author:
- @chiragthummar16
- categories:
- tags:
- #unity#csharp#dots#urp#mobile-game
- description:
Unity 6 patterns — DOTS/ECS, Addressables, Input System, URP, Cinemachine, mobile optimization.
README.md
Unity Game Builder
Production-grade Unity 6 (and 2023 LTS) guidance for shipping real games, not prototypes. This skill knows the modern stack — DOTS/ECS, Addressables, the new Input System, URP, and Cinemachine — and the platform quirks of building for iOS, Android, and Steam. It's aimed at C# developers who already know Unity basics but want correct, performant patterns instead of tutorial-grade Update() spaghetti.
When to use it
- You're profiling a scene that drops below 60 FPS on a mid-tier Android phone and need to move hot logic into Burst-compiled jobs or ECS systems.
- You're replacing
Resources.Loadwith Addressables and need correct group layout, label-based loading, and a Remote Content CDN pipeline. - You're wiring
PlayerInput/ Input Actions and want a clean action-map setup that survives gamepad + touch + keyboard. - You're tuning URP for mobile (Forward vs Forward+, MSAA, render scale) or chasing a build that won't pass App Store / Play Console review.
How it works
The skill applies concrete APIs and project conventions:
- DOTS/ECS:
IComponentData,ISystemwith[BurstCompile],SystemAPI.Query,IJobEntity, andEntityCommandBufferfor structural changes. Knows theEntities,Burst, andCollectionspackages and when not to use ECS (small entity counts, heavy GameObject interop). - Addressables:
AddressableAssetSettingsgroups,Addressables.LoadAssetAsync<T>,LoadSceneAsync, release withAddressables.Release, andaddressables_content_state.binfor content updates. - Input System:
.inputactionsassets, generated C# wrappers, and thePlayerInputcomponent with action callbacks. - URP: the
UniversalRenderPipelineAsset, Renderer Features, and quality tiers per platform. - Cinemachine:
CinemachineCamera(CM3), virtual camera blends, andCinemachineBrain. - Build pipeline:
BuildPipeline.BuildPlayer/ batchmode CI, IL2CPP, and per-platformPlayerSettings.
Example
curl -fsSL --create-dirs -o ~/.claude/skills/unity-game-builder/SKILL.md https://claudeskil.com/skills/unity-game-builder/SKILL.md
[BurstCompile]
public partial struct MoveSystem : ISystem
{
public void OnUpdate(ref SystemState state)
{
float dt = SystemAPI.Time.DeltaTime;
foreach (var (xf, vel) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<Velocity>>())
xf.ValueRW.Position += vel.ValueRO.Value * dt;
}
}
CI build, no editor UI:
Unity -batchmode -quit -projectPath . \
-executeMethod BuildScript.PerformAndroidBuild -logFile -
Tips & gotchas
- Burst won't compile managed types or
try/catch— keep job code to blittable structs andNativeArray/NativeList. - Structural changes (add/remove components, instantiate) inside a query throw; defer them through an
EntityCommandBuffer. - IL2CPP strips unused code — guard reflection/JSON types with a
link.xmlor[Preserve]. - On URP mobile, default MSAA + HDR can double bandwidth; disable HDR unless you actually need it.
FAQ
Do I have to convert my whole project to ECS? No. Hybrid is normal — push only the high-count, perf-critical systems (crowds, projectiles, simulation) to ECS and keep UI and gameplay glue as GameObjects.
Does this cover iOS signing? It covers the Unity-side export and PlayerSettings; the generated Xcode project still needs your provisioning profile and signing in Xcode or Fastlane.
Unity 6 or 2023 LTS? Both. Patterns target Unity 6, with notes where 2023 LTS API names differ (e.g. Cinemachine 2 vs 3 component names).
$ cat reviews/