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desarrollador-unity

Desarrollo de juegos en Unity 6 LTS con URP/HDRP, C#, optimización, addressables y buenas prácticas.

Skill by tontojil

IndexedMIT
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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About

Desarrollo de juegos en Unity 6 LTS con URP/HDRP, C#, optimización, addressables y buenas prácticas. (Unity, URP, C#)

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/desarrollador-unity

What's inside

Skill name
desarrollador-unity
Description
Desarrollo de juegos en Unity 6 LTS con URP/HDRP, C#, optimización, addressables y buenas prácticas. (Unity, URP, C#)
License
MIT
Instructions
216 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

## Project Structure

```
Assets/
├── Scripts/
│   ├── Core/              # GameManager, Singleton, Events
│   ├── Player/            # Player controller, input
│   ├── Enemies/           # AI, state machines
│   ├── UI/                # Screens, HUD, popups
│   ├── Audio/
│   ├── Data/              # ScriptableObjects, configs
│   └── Utilities/         # Extensions, helpers
├── Prefabs/
├── ScriptableObjects/
├── Addressables/
│   ├── Characters/
│   ├── Environments/
│   └── UI/
├── Scenes/
├── Materials/
├── Textures/
├── Models/
└── Audio/
```

## Architecture Patterns

### State Machine

```csharp
public interface IState
{
    void Enter();
    void Update();
    void Exit();
}

public class StateMachine
{
    private IState _currentState;

    public void ChangeState(IState newState)
    {
        _currentState?.Exit();
        _currentState = newState;
        _currentState.Enter();
    }

    public void Update() => _currentState?.Update();
}

// Usage
public class EnemyPatrolState : IState { ... }
public class EnemyChaseState : IState { ... }
public class EnemyAttackState : IState { ... }
```

### ScriptableObject Config

```csharp
[CreateAssetMenu(fileName = "EnemyConfig", menuName = "Config/Enemy")]
public class EnemyConfig : ScriptableObject
{
    public float moveSpeed = 3f;
    public float detectionRange = 10f;
    public float attackRange = 2f;
    public float attackCooldown = 1.5f;
    public int maxHealth = 100;
    public GameObject prefab;
}

// Reference in inspector or load via Addressables
public class Enemy : MonoBehaviour
{
    [SerializeField] private EnemyConfig _config;

    private void Start()
    {
        _health = _config.maxHealth;
        _navMeshAgent.speed = _config.moveSpeed;
    }
}
```

### Observer Pattern (Events)

```csharp
public static class GameEvents
{
    public static event Action<int> OnScoreChanged;
    public static event Action OnPlayerDied;
    public static event Action<Enemy> OnEnemyKilled;

    public static void ScoreChanged(int score) => OnScoreChanged?.Invoke(score);
    public static void PlayerDied() => OnPlayerDied?.Invoke();
    public static void EnemyKilled(Enemy enemy) => OnEnemyKilled?.Invoke(enemy);
}

// Subscriber
public class UIManager : MonoBehaviour
{
    [SerializeField] private TMP_Text _scoreText;

    private void OnEnable() => GameEvents.OnScoreChanged += UpdateScore;
    private void OnDisable() => GameEvents.OnScoreChanged -= UpdateScore;

    private void UpdateScore(int score) => _scoreText.text = score.ToString();
}
```

### Object Pooling

```csharp
public class ObjectPool : MonoBehaviour
{
    [SerializeField] private GameObject _prefab;
    [SerializeField] private int _initialSize = 10;

    private readonly Queue<GameObject> _pool = new();

From tontojil/PerfeckCode, MIT.

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Last commit (this folder)
Sep 13, 2026 (1 month ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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desarrollador-unity skill. Agent Mart. https://agentmart.dev/skills/tontojil-desarrollador-unity (last updated 2026-10-24)