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adevra

@adevra source repo

9 published skills

  1. Pr Review Loop · adevra bundle
    Use 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.
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  2. Unity Multiplayer Mobile Webgl · adevra bundle
    Build 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.
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  3. Urp Hlsl Templates · adevra
    Production-ready URP HLSL/ShaderLab code templates with SRP Batcher compatibility for Unity
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  4. Water Fluid Shaders · adevra
    Mobile-optimized water shaders with depth coloring, foam, Gerstner waves, refraction, and caustics for Unity URP
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  5. Mobile Post Processing · adevra
    Single-pass post-processing, URP Renderer Features, and mobile-safe screen effects for Unity
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  6. Webgl Shader Constraints · adevra
    WebGL 1.0/2.0 shader restrictions, variant stripping, loop/indexing rules, and browser deployment workarounds for Unity
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  7. Mobile Shader Optimization · adevra
    GPU architecture, precision types, fillrate, overdraw, baked lighting, and LOD optimization for Unity mobile/WebGL shaders
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  8. Shader Graph Best Practices · adevra
    Node budgets, custom lighting, sub-graphs, precision control, and mobile workflows for Unity Shader Graph
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  9. Texture Packing Variant Stripping · adevra
    Channel packing, variant reduction, shader_feature vs multi_compile, and build size optimization for Unity
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