adevra
- 9 skills
- 0 followers
- 5 hours ago last updated
- ▌ Pr Review Loop · adevra bundleUse after finishing a change on a feature branch when you want the repo's @claude CI review and to handle its findings in THIS session. Pushes the branch, opens/uses the PR, requests the review, waits event-driven for CI to finish (a background watcher re-invokes the session — no polling), then drives a gated fix loop (round cap 2). Invoke as /pr-review-loop.
- ▌ Unity Multiplayer Mobile Webgl · adevra bundleBuild real-time multiplayer games in Unity (C#) targeting mobile and WebGL2 browsers using Colyseus or Nakama game servers with WebSocket transport. Covers client-server architecture patterns, state synchronization (prediction, interpolation, rollback), Schema-based serialization, room/match lifecycle, matchmaking, reconnection, and cross-platform deployment. Use this skill whenever building Unity multiplayer games, integrating Colyseus or Nakama, handling WebGL2 networking constraints, optimizing multiplayer performance for mobile or browser, choosing between game server frameworks, or deploying multiplayer backends. Also trigger when the user mentions real-time networking in Unity, WebSocket client setup, authoritative servers, lobby/room systems, or network state sync — even if they don't say "multiplayer" explicitly.
- ▌ Urp Hlsl Templates · adevraProduction-ready URP HLSL/ShaderLab code templates with SRP Batcher compatibility for Unity
- ▌ Water Fluid Shaders · adevraMobile-optimized water shaders with depth coloring, foam, Gerstner waves, refraction, and caustics for Unity URP
- ▌ Mobile Post Processing · adevraSingle-pass post-processing, URP Renderer Features, and mobile-safe screen effects for Unity
- ▌ Webgl Shader Constraints · adevraWebGL 1.0/2.0 shader restrictions, variant stripping, loop/indexing rules, and browser deployment workarounds for Unity
- ▌ Mobile Shader Optimization · adevraGPU architecture, precision types, fillrate, overdraw, baked lighting, and LOD optimization for Unity mobile/WebGL shaders
- ▌ Shader Graph Best Practices · adevraNode budgets, custom lighting, sub-graphs, precision control, and mobile workflows for Unity Shader Graph
- ▌ Texture Packing Variant Stripping · adevraChannel packing, variant reduction, shader_feature vs multi_compile, and build size optimization for Unity