Unity Master
Complete Unity game development expertise. Covers C# scripting, MonoBehaviour lifecycle, UI systems (UGUI, UI Toolkit), physics, animation, networking (Netcode, Mirror, Photon), modding support (Addressables, Lua/MoonSharp, Harmony), ECS/DOTS, shader development (ShaderLab, HLSL, Shader Graph), URP/HDRP rendering pipelines, editor scripting, performance optimization, build pipelines, XR/VR/AR, and
Skills in this plugin
7- ▌ Unity Modding · josiahsiegelUnity game modding architecture and mod-loading systems. PROACTIVELY activate for: (1) adding modding support to a Unity game, (2) Asset Bundles for mods, (3) Addressables for mod content, (4) Lua scripting via MoonSharp, (5) Harmony patching for runtime IL injection, (6) Steam Workshop integration, (7) mod manager UI, (8) plugin architecture for user-generated content (UGC), (9) custom content loading at runtime, (10) sandboxing and security for untrusted mods. Provides: AssetBundle vs Addressables tradeoffs, MoonSharp setup, Harmony patch patterns, Steam Workshop SDK integration, mod manager templates, and security guidelines.
- ▌ Unity Networking · josiahsiegelUnity multiplayer networking with NGO, Mirror, Photon, and Fish-Net. PROACTIVELY activate for: (1) building Unity multiplayer games, (2) Netcode for GameObjects (NGO) setup and patterns, (3) Mirror networking, (4) Photon PUN and Photon Fusion, (5) Fish-Net networking, (6) RPCs (ClientRpc, ServerRpc), (7) NetworkVariable and network synchronization, (8) lobby and matchmaking systems, (9) dedicated server hosting and Relay, (10) server-authoritative architecture, (11) lag compensation and prediction. Provides: networking-stack comparison, NGO templates, RPC patterns, NetworkVariable usage, lobby/matchmaking setup, and authoritative-server design.
- ▌ Unity Performance · josiahsiegelUnity performance optimization for slow games, stutters, and FPS drops. PROACTIVELY activate for: (1) game is slow, stuttering, or has FPS drops, (2) Unity Profiler analysis, (3) Frame Debugger and draw-call investigation, (4) batching (static, dynamic, GPU instancing, SRP Batcher), (5) object pooling to reduce GC pressure, (6) garbage collection spikes and allocation hot paths, (7) memory leaks and Memory Profiler usage, (8) LOD and occlusion culling, (9) texture compression and mipmap settings, (10) build size reduction. Provides: profiling workflow, batching patterns, object-pool implementations, GC reduction techniques, LOD/culling setup, and texture-compression matrix.
- ▌ Unity Editor Tooling · josiahsiegelUnity Editor tooling, build automation, and asset pipeline customization. PROACTIVELY activate for: (1) writing custom Editor scripts, (2) custom inspectors and PropertyDrawer attributes, (3) EditorWindow creation, (4) ScriptedImporter for custom asset types, (5) build pipeline scripting (BuildPipeline.BuildPlayer, IBuildPostprocessor), (6) platform-switching automation, (7) CI/CD for Unity (GameCI, GitHub Actions, Unity Build Automation), (8) Assembly Definition (.asmdef) organization, (9) preprocessor symbols and platform defines, (10) Editor-only code with #if UNITY_EDITOR. Provides: custom inspector templates, EditorWindow examples, build script patterns, GameCI setup, .asmdef best practices, and CI YAML for Unity builds.
- ▌ Unity UI Development · josiahsiegelUnity UI development with UGUI and UI Toolkit. PROACTIVELY activate for: (1) building Unity user interfaces, (2) UGUI (Canvas, RectTransform, anchors), (3) UI Toolkit (USS, UXML, VisualElement), (4) EventSystem and input handling, (5) common UI components (buttons, scroll views, dropdowns), (6) inventory UIs, HUDs, health bars, menu systems, (7) TextMeshPro setup and rich text, (8) responsive UI (anchors, layout groups), (9) runtime UI generation, (10) world-space canvases for in-game UI. Provides: UGUI vs UI Toolkit comparison, RectTransform patterns, USS/UXML examples, layout group recipes, and TextMeshPro templates.
- ▌ Unity Csharp Scripting · josiahsiegel bundleC# scripting in Unity for gameplay, behavior, and engine integration. PROACTIVELY activate for: (1) writing Unity C# scripts, (2) MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), (3) coroutines and async/await in Unity, (4) delegates, events, Action/Func patterns, (5) ScriptableObject creation and serialization, (6) GetComponent / TryGetComponent and component caching, (7) physics scripting (Rigidbody, raycast, collision/trigger callbacks), (8) animation scripting (Animator parameters, state machines, IK), (9) NavMesh and NavMeshAgent scripting, (10) input handling (Input System package), (11) custom serialization and SerializeField. Provides: lifecycle reference, coroutine vs async patterns, ScriptableObject templates, Rigidbody/collision recipes, NavMesh examples, and Input System setup.
- ▌ Unity Shaders Rendering · josiahsiegelUnity shaders, materials, and rendering pipelines (URP/HDRP/Built-in). PROACTIVELY activate for: (1) writing shaders in Shader Graph, HLSL, or ShaderLab, (2) URP and HDRP shader authoring, (3) custom render pipeline work (SRP), (4) lighting setup (baked vs realtime, lightmaps, Global Illumination), (5) post-processing stacks, (6) reflection probes and light probes, (7) custom render features and full-screen passes, (8) shader stripping and variant management, (9) compute shaders, (10) ray tracing in HDRP. Provides: Shader Graph templates, HLSL snippets, URP/HDRP differences, lighting setup recipes, render-feature examples, and shader-variant guidance.