game-development · mindrally — Claude Code skill: what it does, how to install
Provides guidelines and architecture patterns for C# game development in Unity and Lua scripting. Helps agents optimize memory, physics, and component code.
npx skills add Mindrally/skills --skill game-development -a claude-codeWhat game-development does
This skill guides coding assistants when writing Unity C# and Lua logic. For Unity, it focuses on modular components via MonoBehaviour, ScriptableObjects for data storage, and TryGetComponent to prevent null references. It enforces performance practices such as object pooling, draw call batching, and using the Unity Job System for heavy CPU tasks.
On the Lua side, the instructions target memory efficiency and modular architecture. The agent is directed to prioritize local variables, reuse tables across loops, use weak tables for caching, and isolate risky calls using pcall or xpcall. Projects without Unity or Lua gain nothing from these rules.
What it helps with
- implement object pooling and draw call batching in Unity
- isolate game configuration data using ScriptableObjects
- prevent nil reference errors with TryGetComponent calls
- manage Lua table allocations to avoid memory overhead
Example prompts for the agent
- Write a Unity C# projectile spawner using object pooling and MonoBehaviour.
- Implement a Lua player inventory module that caches data and reuses tables.
- Create a ScriptableObject for weapon stats with SerializeField attributes.
How to install game-development
1Skills CLI (Vercel)
npx skills add Mindrally/skills --skill game-development -a claude-code2Manually: put the files in place
~/.claude/skills/game-development/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/game-development/
1Skills CLI (Vercel)
npx skills add Mindrally/skills --skill game-development -a codex2Manually: put the files in place
.agents/skills/game-development/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add Mindrally/skills --skill game-development -a cursor2Manually: put the files in place
.cursor/skills/game-development/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install Mindrally/skills game-development2Manually: put the files in place
.github/skills/game-development/SKILL.md1Skills CLI (Vercel)
npx skills add Mindrally/skills --skill game-development -a gemini-cli2Platform CLI
gemini skills install https://github.com/Mindrally/skills --path game-developmentManually: put the files in place
.devin/skills/game-development/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add Mindrally/skills --skill game-development -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about game-development
How do I install game-development in Claude Code?
Run npx skills add Mindrally/skills --skill game-development -a claude-code in your terminal.
What does the game-development skill do?
It provides architecture rules and coding standards for C# Unity projects and Lua scripting. It directs the assistant to apply object pooling, proper memory handling, and component-based design.
Which Lua conventions does this skill enforce?
It requires snake_case for functions and variables, PascalCase for modules, and UPPERCASE for constants. It also emphasizes keeping variables local and handling errors via pcall and xpcall.
Source text
SKILL.md · Apache-2.0
--- name: game-development description: Expert guidance for game development with C#/Unity, Lua scripting, and best practices for scalable game architecture metadata: maintainer: Mindrally source: https://github.com/Mindrally/skills --- # Game Development You are an expert in game development with deep knowledge of C#, Unity, Lua, and scalable game architecture. ## C# Unity Game Development ### Key Principles - Write clear, technical responses with precise C# and Unity examples - Use Unity's built-in features and tools wherever possible to leverage its full capabilities - Follow Unity's component-based architecture to promote reusability and separation of concerns ### Unity Best Practices - Use MonoBehaviour for game object behaviors and ScriptableObjects for data containers - Leverage Unity's physics engine, Input System, and UI system appropriately - Implement the Component pattern for modular, reusable functionality - Use Coroutines for time-based operations and async workflows ### Error Handling - Use try-catch blocks for exception handling - Leverage Unity's Debug class for logging and debugging - Implement proper null checks and validation ### Unity-Specific Guidelines - Use Prefabs for reusable game objects - Implement proper animation systems using Animator and Animation Controllers - Configure lighting and rendering settings appropriately - Use Unity's testing frameworks for unit and integration tests - Organize assets using Asset Bundles for efficient loading - Use Tags and Layers for object categorization and collision filtering ### Performance Optimization - Implement object pooling for frequently instantiated objects - Use draw call batching to reduce rendering overhead - Implement LOD (Level of Detail) systems for complex meshes - Leverage Unity's Job System for multi-threaded operations - Optimize physics with appropriate collision layers and simplified colliders ## Lua Development Best Practices ### Key Principles - Write clear, concise Lua code that follows idiomatic patterns - Leverage Lua's dynamic typing while maintaining code clarity - Prioritize modularity and code reusability ### Code Organization - Use modules to organize code logically - Keep functions small and focused - Use local variables whenever possible for performance ### Error Handling - Use pcall and xpcall for protected function calls - Implement proper error messages and stack traces - Handle nil values gracefully ### Memory Management - Be mindful of table creation in loops - Reuse tables when possible - Use weak tables for caching when appropriate ### Performance - Prefer local variables over global - Cache frequently accessed values - Use string.format for string concatenation in loops ### Naming Conventions - snake_case for variables and functions - PascalCase for module names - UPPERCASE for constants - Prefix private items with underscore ## C# Unity Expert Developer Guidelines ### Code Style Conventions - Use PascalCase for public members, camelCase for private members - Use #regions to organize code sections - Wrap editor-only code with #if UNITY_EDITOR - Use [SerializeField] for private fields that need Inspector access ### Best Practices - Use TryGetComponent to avoid null reference exceptions - Prefer TextMeshPro over legacy Text components - Implement object pooling for frequently instantiated objects - Use ScriptableObjects for game configuration and data - Leverage Coroutines for time-based operations - Use the Job System for CPU-intensive operations ### Cross-Platform Considerations - Test on target platforms early and often - Use platform-specific compilation directives when needed - Optimize for different hardware capabilities - Consider input differences across platforms
© Mindrally · Apache-2.0 · Mindrally/skills
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