muharremtozan
- 27 skills
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- 5 hours ago last updated
- ▌ Unity So Prefab Manager 2 · muharremtozan bundleManages the structured relationship between ScriptableObjects (Data) and Prefabs (Logic/Visuals) in Unity 6. Follows the 'SO-to-Mono' Bridge pattern to ensure instance independence (e.g., individual health for identical robots) while maintaining a clean, data-driven architecture. Use when: (1) Creating new unit/item types, (2) Wiring SO data to Prefab MonoBehaviours, (3) Resolving data-sharing bugs where changing one SO affects all instances.
- ▌ Planner · muharremtozanHigh-fidelity universal planning orchestrator. Transmutes complex requests into structured, skill-aware roadmaps with sequential phases, dependency-aware task sequencing, embedded test procedures, and gap-free coverage enforced by targeted user questioning before any plan is saved.
- ▌ Clean Code · muharremtozanPragmatic coding standards - concise, direct, no over-engineering, no unnecessary comments
- ▌ Skill Creator · muharremtozan bundleGuide for creating effective skills. This skill should be used when users want to create a new skill (or update an existing skill) that extends Claude's capabilities with specialized knowledge, workflows, or tool integrations.
- ▌ UI UX Pro Theory · muharremtozan bundlePure Design Intelligence for Game Development. Focuses on Color Theory, Typography, UX Patterns, and Visual Styles. Technology-agnostic design principles adapted for Unity (UI Toolkit & Canvas).
- ▌ Unity MCP Orchestrator · muharremtozan bundleOrchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
- ▌ Unity Fsm · muharremtozan bundleSpecialized skill for implementing a robust, extensible Finite State Machine in Unity using the State and Strategy patterns. Based on the pattern by Adam Myhre (3D Platformer). Use when creating complex AI, player controllers, or any system requiring structured state management.
- ▌ Unity Event Bus · muharremtozan bundleAdvanced code-driven event bus with reflection-based bootstrapping. Provides zero-setup global messaging.
- ▌ Unity Interaction · muharremtozan bundleGeneric raycast-based interaction system. Works for any game genre (RPG, Platformer, Simulation).
- ▌ Unity Mvc Pattern · muharremtozan bundleImplementation of Model-View-Controller (MVC) and Model-View-Presenter (MVP) patterns in Unity. Focuses on Separation of Concerns for scalable UI and game systems.
- ▌ Unity Code Reviewer · muharremtozan bundleProfessional Unity C# Code Reviewer. Detects anti-patterns, performance leaks, and enforces project-specific architecture.
- ▌ Unity UI Procedural · muharremtozan bundleAdvanced UI construction using C# code instead of UI Builder. Includes fluent extension methods and reusable pointer manipulators.
- ▌ Unity Builder Pattern · muharremtozan bundleStep-by-step object construction using fluent interfaces. Simplifies complex GameObject setup.
- ▌ Unity Command Pattern · muharremtozan bundleEncapsulate actions as objects for queuing, undo/redo, and async execution.
- ▌ Unity Memento Pattern · muharremtozan bundleImplements the Memento pattern for capturing and restoring object states. Perfect for Loadout managers, Checkpoints, and Undo/Redo systems.
- ▌ Unity UI Data Binding · muharremtozan bundleImplementation of MVVM-style Data Binding for Unity UI Toolkit using the [CreateProperty] attribute and BindableProperty wrappers.
- ▌ Unity Visitor Pattern · muharremtozan bundleImplements the Visitor pattern for decoupled operations on object structures. Perfect for PowerUp systems and complex stat modifications.
- ▌ Unity Abstract Factory · muharremtozan bundleFactory pattern for creating families of related objects. Supports both ScriptableObject composition and simple prefab instantiation.
- ▌ Unity Data Persistence · muharremtozan bundleRobust Save/Load system using Data Binding, Serializable DTOs, and swappable Data Service backends (File/JSON default). Supports per-entity GUID identity for saving multiple actors (player, inventory, enemies).
- ▌ Unity Observer Pattern · muharremtozan bundleReactive Property system for Unity. Decouples data from UI and logic using observable wrappers and UnityEvents.
- ▌ Unity Strategy Pattern · muharremtozan bundleImplements the Strategy Pattern to encapsulate interchangeable algorithms (e.g., Spells, Attacks) using ScriptableObjects. Allows hot-swapping behavior without modifying client code. Clean Code approach.
- ▌ Unity Decorator Pattern · muharremtozan bundleDynamically modify object behavior by wrapping. Perfect for buffs, debuffs, and stat calculations.
- ▌ Unity Singleton Pattern · muharremtozan bundleImplementation of global manager access with strict lifecycle control. Supports Standard, Persistent, and Regulator variations.
- ▌ Unity So Prefab Manager · muharremtozan bundleManages the structured relationship between ScriptableObjects (Data) and Prefabs (Logic/Visuals) in Unity 6. Follows the 'SO-to-Mono' Bridge pattern to ensure instance independence (e.g., individual health for identical robots) while maintaining a clean, data-driven architecture. Use when: (1) Creating new unit/item types, (2) Wiring SO data to Prefab MonoBehaviours, (3) Resolving data-sharing bugs where changing one SO affects all instances.
- ▌ Unity Assembly Management · muharremtozan bundleManage project boundaries using Assembly Definitions (.asmdef) for faster compile times and modular architecture. Based on the patterns by Adam Myhre. Enforces responsibility-based organization and handles Runtime/Editor/Tests splits.
- ▌ Unity Composition Pattern · muharremtozan bundleImplements "Composition over Inheritance" using ScriptableObject configs and C# Tuples. Replaces deep class hierarchies with modular, has-a relationships.
- ▌ Unity Dependency Injection · muharremtozan bundleImplements Dependency Inversion and Injection patterns. Decouples high-level logic from concrete implementations using attributes and reflection.