Unity ScriptableObject Architecture
Separate game data and behavior with configuration assets, shared variables, event channels, and runtime registries.
These skills help an agent implement Unity systems and prepare player builds. Members cover C# scripting, ScriptableObjects, input, physics, NavMesh, tilemaps, animation, Blender transfer, and CI builds.
12 skillsSeparate game data and behavior with configuration assets, shared variables, event channels, and runtime registries.
Operate Unity Editor scenes, GameObjects, scripts, and tests through MCP tools and resources.
Switch connected Unity projects between released, branch, and local MCP for Unity package sources.
Automate player builds, scene selection, scripting backends, quality settings, code stripping, and build-result checks.
Export Blender models and import them into Unity scenes using BlenderMCP and MCP for Unity.
Bake navigation surfaces, move NavMeshAgents, check reachable paths, carve obstacles, and connect navigation regions.
Configure Input Actions, action maps, PlayerInput, callbacks, polling, control schemes, and gameplay-to-UI switching.
Build tiled levels with Grid and Tilemap components, palettes, rule tiles, colliders, and runtime painting.
Write MonoBehaviours with correct lifecycle methods, cached components, Inspector fields, and coroutines.
Build Rigidbody motion, force-driven controls, collisions, triggers, layer masks, raycasts, and moving platforms.
Drive character animations through controllers, parameters, blend trees, layers, transitions, and humanoid IK.
Use architecture or package entries for project structure, system skills for gameplay changes, and build or CI entries when the player build is the deliverable.