game-developmentlisted
Install: claude install-skill Claudient/Claudient
# Game Development
## When to activate
Unity or Unreal game development tasks — implementing Unity DOTS/ECS for high entity counts, designing game loops, architecting multiplayer with client-side prediction and server reconciliation, optimizing frame budgets to hit 60fps, profiling with Unity Profiler, loading assets asynchronously with Addressables, or designing Burst-compiled parallel jobs for physics and movement systems.
## When NOT to use
Web-based games using Phaser or Three.js (JavaScript game engines — different skill set). Simple 2D prototypes in Godot where DOTS/ECS is overkill. Data visualization or simulations that borrow game-loop concepts but are not interactive games. Mobile app animations that use Unity as a rendering engine without gameplay logic.
## Instructions
### MonoBehaviour vs ECS Trade-off
Use MonoBehaviour for:
- Prototyping and UI (direct Unity editor integration, rapid iteration)
- Features with <100 entities (scene managers, player controllers, UI controllers)
- Third-party SDK integration that assumes MonoBehaviour lifecycle
Use ECS for:
- 1,000+ entities that share the same behavior (bullets, enemies, particles, projectiles)
- Physics simulation with predictable performance
- Scenarios where GC allocations cause frame spikes
Do not mix architectures carelessly — use a thin MonoBehaviour bridge to pass input to ECS systems and read ECS state for UI rendering.
### Unity DOTS ECS Architecture
```csharp
// Component — pure data, no logic, 4