skill-domain-routing-unity
Skill Domain Routing (theonekit-unity)
Section titled “Skill Domain Routing (theonekit-unity)”Intent-based discovery for Unity kit skills. For core T1K skills (cook, fix, plan, etc.), see skills/t1k-help/references/skill-domain-routing.md.
DOTS — Entity Component System
Section titled “DOTS — Entity Component System”User wants to…
- Write ISystem, IComponentData, archetype queries, and structural changes →
dots-ecs - Enable/disable components at runtime (IEnableableComponent) →
dots-enableable-components - Use EntityCommandBuffer for deferred structural changes →
dots-entity-command-buffer - Validate entity state and component data at runtime →
dots-runtime-validator - Apply proven DOTS architecture patterns →
dots-architecture
DOTS — Physics & Simulation
Section titled “DOTS — Physics & Simulation”User wants to…
- Unity Physics 1.4.5 colliders, triggers, velocity, and raycasts →
dots-physics - Implement batch unit combat, projectiles, or hit detection →
dots-battlefield
DOTS — Performance
Section titled “DOTS — Performance”User wants to…
- Write IJobEntity, IJob, BurstCompile jobs, and NativeCollections →
dots-jobs-burst - Profile and optimize DOTS systems or ECS queries →
dots-performance - Use ZLinq zero-alloc LINQ for DOTS pipelines →
zlinq - Use ZString zero-alloc string formatting →
zstring
DOTS — Rendering & Graphics (module: dots-rendering)
Section titled “DOTS — Rendering & Graphics (module: dots-rendering)”User wants to…
- DOTS Graphics (Entities Graphics, BatchRendererGroup, GPU instancing) →
dots-rendering-graphics - 3D perspective camera, frustum, LOD →
dots-rendering-perspective-3d - 2D side-scrolling perspective camera and viewport →
dots-rendering-perspective-2d-sideview - 2D top-down perspective camera →
dots-rendering-perspective-2d-topdown - Isometric projection and perspective →
dots-rendering-perspective-isometric - Shared perspective framework utilities →
dots-rendering-perspective-framework
DOTS — Scene & Content
Section titled “DOTS — Scene & Content”User wants to…
- Load, unload, or stream SubScenes with baking lifecycle →
dots-subscene - Manage scene state and transitions in DOTS →
t1k-scene - Build DOTS inventory grids or slot systems →
dots-inventory-grid - Implement DOTS puzzle mechanics →
dots-puzzle - DOTS RPG progression, stats, and inventory →
dots-rpg
DOTS — Testing (module: dots-testing)
Section titled “DOTS — Testing (module: dots-testing)”User wants to…
- Write unit tests for DOTS systems using World test harness →
dots-testing-unit-testing - Validate entity/component state at runtime in DOTS →
dots-testing-runtime-validator
Rendering & Shaders
Section titled “Rendering & Shaders”User wants to…
- URP pipeline setup, renderer features, and post-processing →
unity-urp - Write Shader Graph nodes or HLSL shaders →
unity-shader-graph - Light baking, lightmaps, and mixed lighting for DOTS →
unity-light-baking - Optimize shadow atlases and cascades →
unity-shadow-optimization - MK Toon Shader integration and customization →
mk-toon-shader - Amplify Impostors baking and runtime setup →
amplify-impostors
Visual Effects & Animation
Section titled “Visual Effects & Animation”User wants to…
- Build VFX Graph particle systems →
unity-vfx-graph - Animator, Animation Clips, and blend trees →
unity-animation - Combine VFX Graph with Animator workflows →
unity-animation-vfx - Timeline sequences and Cinemachine cameras →
unity-cinemachine
Gameplay Systems
Section titled “Gameplay Systems”User wants to…
- MonoBehaviour event patterns and lifecycle →
unity-monobehaviour - Object pooling, state machines, service locator patterns →
unity-game-patterns - New Input System bindings and action maps →
unity-input-system - Addressables loading, build groups, and memory management →
unity-addressables - Save/load system with local or cloud persistence →
unity-save-system - Scene management (loading, additive, async) →
unity-scene-management
AI & Navigation
Section titled “AI & Navigation”User wants to…
- Behavior Designer Pro behavior trees →
behavior-designer-pro - Agent navigation, pathfinding, and obstacle avoidance →
agents-navigation - Tactical formations pack integration →
bdp-formations-pack - BDP movement pack locomotion →
bdp-movement-pack - BDP tactical decision pack →
bdp-tactical-pack
UI Systems
Section titled “UI Systems”User wants to…
- UI Toolkit UXML/USS components and data binding →
unity-ui-toolkit - Legacy UGUI Canvas layouts and components →
unity-ugui - Mobile-optimized UI layout and touch →
unity-mobile-ui - Text localization and font configuration →
unity-text-config - Localization strings and language switching →
unity-localization
Mobile
Section titled “Mobile”User wants to…
- iOS/Android build settings, permissions, performance →
unity-mobile
User wants to…
- AudioSource, AudioMixer, spatial audio →
unity-audio
Terrain & Environment
Section titled “Terrain & Environment”User wants to…
- Unity Terrain sculpting, texturing, and vegetation →
unity-terrain - ProBuilder in-editor mesh modeling →
unity-probuilder
Asset Integrations
Section titled “Asset Integrations”User wants to…
- Synty Polygon Generic pack setup and prefab guidelines →
synty-polygon-generic - Synty Polygon Fantasy Rivals integration →
synty-polygon-fantasy-rivals - Synty Polygon Knights asset setup →
unity-pivot-hierarchy+synty-polygon-knights - Asset Hunter Pro — dead asset detection and cleanup →
asset-hunter-pro
Serialization & Networking
Section titled “Serialization & Networking”User wants to…
- MemoryPack binary serialization →
memorypack - Google Protobuf schema and codegen →
google-protobuf - LitMotion zero-alloc tweening →
litmotion - Unity Netcode for GameObjects multiplayer →
unity-netcode
Testing & Quality
Section titled “Testing & Quality”User wants to…
- Unity Test Runner, NUnit, and CI test automation →
testing-workflow - Code coverage reports and thresholds →
testing-code-coverage - Unity code conventions and code standards →
unity-code-conventions - Profiler, Memory Profiler, and frame debugger →
unity-profiling
Kit Maintenance (Unity)
Section titled “Kit Maintenance (Unity)”User wants to…
- Balance stats, formulas, and DPS curves in-editor →
t1k-balance - Manage milestone deliverables and feature flags →
t1k-milestone - Playtest tracking and session reporting →
t1k-playtest - Profile CPU/GPU per-system in the Editor →
t1k-profile - Sync DOTS scene state across prefab variants →
t1k-sync - Wiki documentation for Unity modules →
t1k-wiki
MCP & Tooling
Section titled “MCP & Tooling”User wants to…
- Use the Unity MCP bridge to drive the Editor from Claude →
unity-mcp-skill - Create new Unity MCP tools →
unity-mcp-tool-creator
- All skills above are Unity-kit skills; invoke via the Skill tool
- For core T1K workflow skills (cook, fix, plan, test, review), see
skills/t1k-help/references/skill-domain-routing.md - DOTS-heavy features often combine multiple skills: dots-ecs + jobs-burst + physics