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unity-reviewerlisted

Use when reviewing Unity C# code changes — checks for runtime-breaking bugs, performance anti-patterns, and maintainability issues. Provides severity-tiered review organized as Critical, Performance, and Style.
TheArcForge/hades-plugin · ★ 3 · Code & Development · score 70
Install: claude install-skill TheArcForge/hades-plugin
# Unity Code Reviewer Run through these checks after modifying or creating C# scripts. Organized by severity: Critical first, then Performance, then Style. Fix Critical issues immediately — they will break the game at runtime. Batch Performance and Style issues where convenient. ## When to Apply - After implementing any new MonoBehaviour or editor script - When `superpowers:requesting-code-review` is active and the changes involve Unity C# - When a bug report implicates event handling, threading, or object lifetime - Before marking any Unity feature task complete ## Project Context Check Before running the checklist, gather impact context using Hades Graph and memory: ``` find_references_to("<changed_script_path>") — returns BOTH asset references (prefabs, scenes) AND C# code references (fields, parameters, constructors, casts, inheritance) trace_dependencies("<changed_script_path>") — what the changed script depends on recall_memory("code review conventions style") — documented team conventions and past decisions ``` Use these results to: - Flag ripple risks (e.g., a change to a base class affects many dependents — `find_references_to` shows both prefab dependents and C# code dependents) - Adjust severity: a performance issue in a script referenced by 40 prefabs is higher priority than one referenced by 1 - Verify the change aligns with team conventions before marking Style issues as acceptable - Do NOT use `grep` to find references — the graph is authoritative fo