IceMasterT
- 31 skills
- 0 followers
- 9 hours ago last updated
- ▌ Unity UI · icemastertUse when building Unity UI — deciding between UI Toolkit (UXML/USS) and uGUI (Canvas/RectTransform), or implementing either. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Xr · icemastertUse when building Unity VR/AR experiences — the XR Interaction Toolkit or AR Foundation. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Audio · icemastertUse when implementing audio in Unity — AudioSource/AudioMixer setup, spatial audio, or mixer snapshots. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Physics · icemastertUse when working with Unity's physics system — Rigidbody/Collider setup, CharacterController, raycasting, layers and the collision matrix, or choosing between 3D and 2D physics. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Testing · icemastertUse when writing automated tests for Unity code — the Unity Test Framework, Edit Mode vs Play Mode tests, or the Test Runner. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Services · icemastertUse when integrating Unity Gaming Services — Cloud Save, Cloud Code, Economy, Remote Config, Analytics, Authentication, In-App Purchasing, Ads, Vivox, or Cloud Build/DevOps. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Text Tmp · icemastertUse when displaying or styling text in Unity — TextMeshPro (TMP_Text/TMP_FontAsset), rich text tags, or TextCore font rendering. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity 2d Tooling · icemastertUse when building 2D Unity content beyond physics — Sprite Atlas, 2D Animation (bone rigging), or Tilemap. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Build Deploy · icemastertUse when configuring or troubleshooting a Unity build — Build Settings, per-platform Player Settings, IL2CPP vs Mono, or CI batch-mode builds. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Input System · icemastertUse when handling player input in Unity via the Input System package — Action Maps, PlayerInput, control schemes, or device switching. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Shaders Hlsl · icemastertUse when hand-authoring Unity shaders in HLSL/ShaderLab rather than Shader Graph — writing .shader files, custom lighting models, or shader passes/variants. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Accessibility · icemastertUse when implementing accessibility features in a Unity project — screen reader support, the Accessibility Hierarchy, or related APIs. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity AI Navigation · icemastertUse when implementing Unity NPC pathfinding or navigation — NavMesh baking, NavMeshAgent, NavMeshObstacle, NavMeshSurface, or off-mesh links. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Playables API · icemastertUse when working with Unity's low-level Playables API directly — PlayableGraph, PlayableOutput, custom PlayableBehaviours, or blending/mixing playables outside the Timeline/Animator workflow layer. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Vfx Particles · icemastertUse when creating particle/visual effects in Unity — choosing between the Shuriken Particle System and VFX Graph. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Editor Tooling · icemastertUse when building custom Unity Editor extensions — custom Inspectors, PropertyDrawers, EditorWindow tools, Gizmos, menu items, or AssetPostprocessors. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Video Playback · icemastertUse when playing back or streaming video in Unity — VideoPlayer, VideoClip, or render-target/audio-output configuration for video. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity World Building · icemastertUse when authoring Unity environments — the Terrain system, ProBuilder level geometry, or other world-building tools. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Procedural Mesh · icemastertUse when generating or modifying mesh geometry from code — the Mesh class, vertex/triangle/UV buffers, or the Mesh.MeshData advanced mesh API. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Scene Management · icemastertUse when loading, unloading, or organizing Unity scenes — SceneManager, additive/async scene loading, or multi-scene workflows. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Project Structure · icemastertUse when setting up a new Unity project's folder layout, configuring Assembly Definitions, managing packages via manifest.json, or setting up version control (.gitignore, meta files, Git LFS) for a Unity repo. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity UI Toolkit Runtime · icemastertUse when writing C# code against UI Toolkit's runtime API — building custom VisualElement controls, manipulators, data binding, or querying/mutating the UI Toolkit element tree from script. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity 2d Physics Lowlevel · icemastertUse when working with Unity's new low-level 2D physics API (Box2D-based rewrite) directly, as distinct from the classic Rigidbody2D/Collider2D component workflow. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Addressables Assets · icemastertUse when managing Unity asset loading/memory — the Addressables system, asset references, or legacy AssetBundles. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Rendering Pipelines · icemastertUse when choosing or configuring a Unity render pipeline (Built-in, URP, HDRP), authoring Shader Graph shaders, setting up materials/lighting, or configuring post-processing Volumes. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Animation Cinematics · icemastertUse when working with Unity's Animator Controller, Timeline, Animation Rigging, or Cinemachine cameras. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Performance Profiling · icemastertUse when diagnosing or optimizing Unity performance — Profiler/Frame Debugger/Memory Profiler usage, GC allocation spikes, or Jobs/Burst/DOTS-ECS. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Networking Multiplayer · icemastertUse when implementing Unity multiplayer — Netcode for GameObjects, Relay/Lobby services, or NetworkBehaviour/client-server patterns. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Scripting Fundamentals · icemastertUse when writing or reviewing Unity C# scripts — MonoBehaviour lifecycle methods, ScriptableObjects, coroutines, events/delegates, serialization, or custom attributes. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Editor Scripting Extras · icemastertUse when automating Unity Editor/tooling workflows beyond custom Inspectors — ScriptedImporter custom asset importers, the PackageManager Client scripting API, or CompilationPipeline/scripting define symbols. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
- ▌ Unity Render Pipeline Scripting · icemastertUse when writing low-level rendering code — CommandBuffer, ScriptableRenderPass/Renderer Features, RenderPipelineManager callbacks, or compute shaders/ComputeBuffer/GraphicsBuffer. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.