Validate Gsdk
PlayFab/gsdk
Validates PlayFab Game Server SDK (GSDK) integrations in game server projects.
A skill your agent uses when writing, reviewing or structuring Unity game code in C for Unity 6 LTS — GameObjects and the Transform hierarchy, the MonoBehaviour lifecycle, prefabs and variants…
$ npx skills add ericrisco/rsc-harness --skill unity -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ericrisco/rsc-harness unity --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/unity .claude/skills/unity && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unity" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/unity into .claude/skills/unity/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/ericrisco/rsc-harness/tree/main/skills/unityType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add ericrisco/rsc-harness --skill unity -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ericrisco/rsc-harness unity --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/unity .agents/skills/unity && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/unity into .agents/skills/unity/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ericrisco/rsc-harness --skill unity -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ericrisco/rsc-harness unity --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/unity .cursor/skills/unity && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/unity into .cursor/skills/unity/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/ericrisco/rsc-harness.git --path skills/unity--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add ericrisco/rsc-harness --skill unity -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ericrisco/rsc-harness unity --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/unity .gemini/skills/unity && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/unity into .gemini/skills/unity/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install ericrisco/rsc-harness unityInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add ericrisco/rsc-harness --skill unity -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/unity .github/skills/unity && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/unity into .github/skills/unity/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ericrisco/rsc-harness --skill unity -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ericrisco/rsc-harness unity --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/unity .opencode/skills/unity && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/unity into .opencode/skills/unity/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unityA skill your agent uses when writing, reviewing or structuring Unity game code in C for Unity 6 LTS — GameObjects and the Transform hierarchy, the MonoBehaviour lifecycle, prefabs and variants…
Unity is an agent skill from ericrisco/rsc-harness. Use when writing, reviewing or structuring Unity game code in C for Unity 6 LTS — GameObjects and the Transform hierarchy, the MonoBehaviour lifecycle, prefabs and variants, ScriptableObjects for data, scenes and additive loading, the Input System, coroutines versus async and Awaitable, Addressables, and build settings for 2D and 3D. NOT Godot or GDScript (that is godot), NOT Unreal Blueprint or C++ engine work (that is unreal), NOT the netcode wire protocol (that is gamedev-multiplayer).
Its SKILL.md is about 4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `evals/README.md`, `evals/cases.yaml` and `references/build-and-platforms.md`).
It sits in Game Development, covering Game development and Multiplayer and networking. It works with Godot, C#, Unity and C++. The repository describes itself as: Your agent invents things because it has no memory, and can't touch your database because it has no arms. rsc is the meta-harness that gives it both, plus the trade to know the… The licence is MIT.
9 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 92fde8f. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are csharp).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity loads about 4k tokens when it runs, and up to ~7k if it reads all its reference files. Until then it costs about 127 tokens; SKILL.md has 1,469 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from ericrisco/rsc-harness at commit 92fde8f, republished under its MIT licence (© ericrisco). 1,469 words, ~3,977 tokens.
.claude/skills/unity/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.Idiomatic C# for the current Unity engine — 2D and 3D. Owns engine-side patterns (components, lifecycle, prefabs, scenes, data, input, async, builds). Not Godot (
godot) or Unreal (unreal); stops at the netcode wire (gamedev-multiplayer).
Target: Unity 6 LTS, versioned 6000.x. Current LTS at authoring is Unity 6.3 LTS (6000.3)
(supported to Dec 2027); Unity 6.0 LTS (6000.0) to Oct 2026. Unity 6 dropped the year-based names
(2020/2021/2022 LTS) for the 6000.x scheme. Confirm the project version in
ProjectSettings/ProjectVersion.txt before assuming an API exists.
Ban-list — never emit these; use the modern replacement:
| Deprecated / removed | Use instead |
|---|---|
Input.GetAxis / GetKey / GetButton (legacy Input Manager) | new Input System (com.unity.inputsystem): InputActionAsset / InputAction / PlayerInput — §6 |
UnityEngine.Networking (UNet), NetworkServer/NetworkClient, its NetworkBehaviour | removed since 2022.2. → Netcode for GameObjects (com.unity.netcode.gameobjects) + gamedev-multiplayer |
Resources.Load(...) for game content | Addressables (com.unity.addressables) — §8 |
FindObjectOfType<T>() / FindObjectsOfType<T>() | FindFirstObjectByType<T>() / FindAnyObjectByType<T>() / FindObjectsByType<T>(FindObjectsSortMode.None) (old ones obsolete since 2023.1) |
WWW | UnityWebRequest |
OnGUI / IMGUI for runtime game UI | UI Toolkit (runtime) or uGUI; keep IMGUI for editor tools only |
Setting transform.position on a Rigidbody in Update | Rigidbody.MovePosition/MoveRotation in FixedUpdate — §4 |
GameObject.Find/FindWithTag by string in Update | cache the ref in Awake, or [SerializeField] it |
Prefer the new Input System even for single-player prototypes. Keep Debug.Log out of hot loops and
strip it from ships.
A GameObject is an empty container; behaviour comes from Components you attach
(Transform, Rigidbody, MeshRenderer, and your MonoBehaviour scripts). Every GameObject has
exactly one Transform (or RectTransform under a Canvas) giving position/rotation/scale.
TryGetComponent(out var rb) (no-alloc, preferred), GetComponent<T>(),
GetComponentInChildren/InParent<T>(). Cache in Awake — GetComponent in Update is a perf sink.transform.parent, transform.SetParent(newParent, worldPositionStays: true),
transform.childCount, foreach (Transform child in transform). Child world = parent × local.Rigidbody2D/Collider2D/SpriteRenderer; 3D uses
Rigidbody/Collider/MeshRenderer. Never mix 2D and 3D physics components on one body.[RequireComponent(typeof(Rigidbody))]
public sealed class Mover : MonoBehaviour
{
Rigidbody _rb;
void Awake() => _rb = GetComponent<Rigidbody>(); // cache once
}A Prefab is a reusable GameObject template (an asset). A Prefab Variant inherits from a base
prefab and overrides selected properties/children — like subclassing for assets (e.g. Enemy base →
EnemyFast variant). Edit the base and variants inherit the change unless they override that value.
Instantiate(prefab, position, rotation, parent); it returns the concrete type
(var e = Instantiate(_enemyPrefab); with [SerializeField] Enemy _enemyPrefab;). Store the
serialized reference; do not Resources.Load it.Destroy(gameObject) (end of frame) or Destroy(obj, delay). Never DestroyImmediate
at runtime. For frequently spawned objects (bullets, VFX) pool them (UnityEngine.Pool.ObjectPool<T>)
instead of Instantiate/Destroy churn.PrefabUtility (wrap in #if UNITY_EDITOR); absent in builds.A Scene holds a set of GameObjects. Register scenes in Build Profiles → Scene List (Unity 6; formerly Build Settings) so they can load by index or name.
using UnityEngine.SceneManagement;
// Additive: keep the current scene, layer another on top (e.g. UI, a level chunk).
var op = SceneManager.LoadSceneAsync("Level_02", LoadSceneMode.Additive);
op.completed += _ => Debug.Log("Level_02 loaded");
await op; // Unity 6: AsyncOperation is awaitable
// Unload just that scene later:
await SceneManager.UnloadSceneAsync("Level_02");LoadSceneMode.Single (default) unloads everything first; Additive composes scenes — the basis of
streaming worlds, persistent manager scenes, and separate UI scenes.SceneManager.MoveGameObjectToScene moves an object between loaded scenes; DontDestroyOnLoad objects
survive Single loads (use for a bootstrap/services scene). Prefer LoadSceneAsync to avoid a hitch.Order per frame and where each concern belongs (full ordering in references/lifecycle-deep-dive.md):
| Method | When | Put here |
|---|---|---|
Awake | once, on instantiation (even if disabled) | cache GetComponent, self-init, no cross-object refs |
OnEnable | each time the object/component enables | subscribe to events, register callbacks |
Start | once, before first Update, only if active | cross-object wiring (other objects' Awake has run) |
FixedUpdate | fixed timestep (physics tick), 0..n / frame | all physics — Rigidbody forces/MovePosition, ApplyForce |
Update | every frame | input reads, game logic, timers (scale by Time.deltaTime) |
LateUpdate | every frame, after all Update | camera follow, look-at, anything tracking moved objects |
OnDisable | each disable / before destroy | unsubscribe everything subscribed in OnEnable |
OnDestroy | once, on destruction | release native/unmanaged resources, final cleanup |
Rules that bite:
FixedUpdate, never Update. Reading input in FixedUpdate drops events —
read input in Update, cache intent, apply forces in FixedUpdate.Time.deltaTime (Update) — but
FixedUpdate already runs at a fixed Time.fixedDeltaTime.Awake runs even on inactive objects; Start does not run until the object is active. Cross-object
references belong in Start, not Awake.OnEnable subscription needs a matching OnDisable unsubscription or you leak and get
double-fires after re-enable.A ScriptableObject is a data asset that lives outside any scene — ideal for config, tuning tables, enemy/item definitions, and event channels. One asset is shared by reference (no per-instance copy), so it saves memory and lets designers tweak values without touching code.
[CreateAssetMenu(fileName = "WeaponDef", menuName = "Game/Weapon Definition")]
public sealed class WeaponDefinition : ScriptableObject
{
[SerializeField] float _damage = 10f;
[SerializeField] float _fireRate = 2f;
public float Damage => _damage; // expose read-only
public float FireRate => _fireRate;
}[SerializeField] private vs public: default to [SerializeField] private + a public
property/method. It shows in the Inspector and survives serialization without letting arbitrary code
mutate the field — encapsulation intact. Use bare public only for genuine data bags.
Serialization rules (they trip everyone):
public or [SerializeField] fields of supported types (primitives, string,
Unity types, enums, arrays/List<T> of those, and [Serializable] plain classes/structs).[field: SerializeField] public float X { get; private set; }),
static, readonly, const, Dictionary<,> (use two lists or a serializable wrapper), or
polymorphic references — for interface/abstract fields use [SerializeReference].The new Input System (com.unity.inputsystem) is enabled by default in Unity 6 and is device-agnostic
and event-driven. Define an Input Action Asset with Action Maps (e.g. "Player", "UI") and
Actions (e.g. "Move" = Value/Vector2, "Jump" = Button). Generate a C# wrapper or use the
PlayerInput component. Full setup, PlayerInput, and rebinding in references/input-system.md.
// New Input System — subscribe to the generated actions (no per-frame polling).
using UnityEngine.InputSystem;
public sealed class PlayerController : MonoBehaviour
{
InputSystem_Actions _controls; // generated C# class from the .inputactions asset
Vector2 _move;
void Awake() => _controls = new InputSystem_Actions();
void OnEnable()
{
_controls.Player.Enable();
_controls.Player.Move.performed += ctx => _move = ctx.ReadValue<Vector2>();
_controls.Player.Move.canceled += _ => _move = Vector2.zero;
_controls.Player.Jump.performed += _ => Jump();
}
void OnDisable() => _controls.Player.Disable();
}Legacy contrast (do not write this in new code):
// LEGACY Input Manager — string axes, per-frame polling, device-blind. Avoid.
float x = Input.GetAxis("Horizontal");
if (Input.GetButtonDown("Jump")) Jump();The new system also polls if you prefer: _controls.Player.Move.ReadValue<Vector2>() in Update.
| Use | Reach for | Why |
|---|---|---|
| Frame-sequenced gameplay (timers, tweens, "wait then spawn") | Coroutine or Awaitable | frame-aware yields; auto-tie to object lifetime |
| Unity-native async in Unity 6 (default for new async gameplay) | Awaitable | main-thread, low-alloc (pooled), frame + thread awaits, cancels via destroyCancellationToken |
True background CPU work / library Task APIs | async Task + await | thread pool; but marshal back — Unity APIs are main-thread only |
// Coroutine — classic, MonoBehaviour-bound, stops when the object disables/destroys.
IEnumerator SpawnWave()
{
yield return new WaitForSeconds(1f);
Instantiate(_enemyPrefab);
}
void Start() => StartCoroutine(SpawnWave());
// Awaitable (Unity 6) — the modern replacement. Cancels automatically on destroy.
async Awaitable SpawnWaveAsync()
{
await Awaitable.WaitForSecondsAsync(1f, destroyCancellationToken);
await Awaitable.NextFrameAsync(destroyCancellationToken);
Instantiate(_enemyPrefab);
}Rules:
yield are awkward.Awaitable: never await the same instance twice (pooled → undefined behavior). Pass
destroyCancellationToken so it stops when the object is destroyed. Switch threads with
Awaitable.BackgroundThreadAsync() / Awaitable.MainThreadAsync().Task: does not auto-cancel on destroy — thread a CancellationToken yourself, and never touch
Unity API off the main thread (it throws). Prefer Awaitable in Unity 6 unless you need Task.Addressables (com.unity.addressables) is the modern content-loading system: assets get string
addresses, load asynchronously, and can ship in the build or from a remote CDN with dependency tracking
and memory-managed release.
using UnityEngine.AddressableAssets;
var handle = Addressables.InstantiateAsync("Prefabs/Boss");
GameObject boss = await handle.Task; // or handle.Completed += ...
// when done: Addressables.ReleaseInstance(boss); // release to free memoryResources/ is an anti-pattern for game content: everything under it is forced into the build,
loaded synchronously, bloats size/startup, and can't be patched or streamed. Reserve it for tiny
always-needed defaults; migrate real content to Addressables.
File → Build Profiles) supersede the old Build Settings window: per-platform
scene list, target platform, and overridable player settings..NET Standard 2.1 default), managed stripping. 2D vs 3D is a template choice, not a
different build path.references/build-and-platforms.md + gamedev-shipping.==/!= null on a destroyed UnityEngine.Object works (overloaded), but ?. and cached refs treat
a destroyed object as non-null. Re-check with if (obj) after possible destruction.PlayerInput, don't also Input.GetKey — in "New" mode legacy calls throw.Rigidbody per body (child colliders fine); non-uniform scale breaks physics bodies.InvokeRepeating stop on SetActive(false); async Tasks keep running unless cancelled.new, LINQ, boxing) in Update/FixedUpdate hot paths.gamedev-multiplayer — networking/netcode (Netcode for GameObjects); this skill hands off the wire.gamedev-physics — deep physics tuning (joints, solver, determinism) beyond "put it in FixedUpdate".gamedev-shaders — Shader Graph / HLSL, URP/HDRP materials and rendering.gamedev-pathing — NavMesh, agents, steering, path solving.gamedev-shipping — store builds, signing, size budgets, platform certification.godot / unreal — the other engines; route Godot/GDScript and Unreal/Blueprint/C++ there.ProjectVersion.txt); no year-based-LTS assumptions.Input.GetAxis, UnityEngine.Networking, Resources.Load for content,
FindObjectOfType, WWW, runtime OnGUI).GetComponent results cached in Awake; no string Find in Update.FixedUpdate; input read in Update; camera/tracking in LateUpdate.OnEnable subscription has a matching OnDisable unsubscription.[SerializeField] private + property used instead of bare public where encapsulation matters.Awaitable (or coroutine) with destroyCancellationToken; no double-await.Resources/.© ericrisco, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 5 other files (references) in skills/unity of ericrisco/rsc-harness.
Open the folder on GitHubat commit 92fde8f
Unity next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity this skillericrisco/rsc-harness | 156 | — | ~4k | Automated safety check: Pass | MIT | |
| Validate GsdkPlayFab/gsdk | 170 | — | ~645 | Automated safety check: Pass | Apache-2.0 | |
| Beehavejame581/GodotPrompter | 792 | — | ~2.8k | Automated safety check: Pass | MIT | |
| Headless BuildRandallLiuXin/GodotMaker | 549 | 1 repos | ~454 | Automated safety check: Pass | Custom licence | |
| Gdextensionjame581/GodotPrompter | 792 | — | ~2.7k | Automated safety check: Pass | MIT | |
| Limboaijame581/GodotPrompter | 792 | — | ~3.2k | Automated safety check: Pass | MIT |
PlayFab/gsdk
Validates PlayFab Game Server SDK (GSDK) integrations in game server projects.
jame581/GodotPrompter
A skill your agent uses when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
RandallLiuXin/GodotMaker
Compile-check a Godot project using headless mode. An agent skill from RandallLiuXin/GodotMaker.
jame581/GodotPrompter
A skill your agent uses when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C interop
jame581/GodotPrompter
A skill your agent uses when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
pixel-cellar/Claude-Code-Game-Studios
配置项目的游戏引擎和版本。将引擎锁定到 CLAUDE.md 中,检测知识缺口,当版本超出 LLM 训练数据时通过 WebSearch 填充引擎参考文档。
ericrisco/rsc-harness
A skill your agent uses when designing or analyzing a controlled experiment — falsifiable hypothesis, sample size from an MDE, reading significance/CI/power, CUPED, or rescuing tests that won't go…
ericrisco/rsc-harness
A skill your agent uses when making a web UI conform to WCAG 2.2 Level AA — axe-core or Lighthouse a11y violations, keyboard operability, focus management, ARIA roles/names/live regions, contrast…
ericrisco/rsc-harness
A skill your agent uses when running or fixing paid acquisition on Google or Meta — campaign structure (Performance Max, Demand Gen, Search, Advantage+), platform-fit creative, budget/scaling rules…
ericrisco/rsc-harness
A skill your agent uses when measuring whether an LLM or agent system actually got better and gating merges on it: golden sets, fixing an inflated LLM-as-judge, scoring RAG (faithfulness, contextual…
ericrisco/rsc-harness
A skill your agent uses when a creative goal must become a finished media file: pick and order generative-media models per modality — AI voiceover, image-to-video clips, score — then glue them with…
ericrisco/rsc-harness
A skill your agent uses when instrumenting product or web analytics — GA4/PostHog SDK wiring, event taxonomy, funnels, double-counted events, consent gating, PII scrubbing.
Categories
A skill your agent uses when writing, reviewing or structuring Unity game code in C for Unity 6 LTS — GameObjects and the Transform hierarchy, the MonoBehaviour lifecycle, prefabs and variants…. Unity is an agent skill from ericrisco/rsc-harness. Use when writing, reviewing or structuring Unity game code in C for Unity 6 LTS — GameObjects and the Transform hierarchy, the MonoBehaviour lifecycle, prefabs and variants, ScriptableObjects for data, scenes and additive loading, the Input System, coroutines versus async and Awaitable, Addressables, and build settings for 2D and 3D.
Unity fits situations like: structuring Unity game code in C for Unity 6 LTS — GameObjects and the Transform hierarchy; the MonoBehaviour lifecycle; prefabs and variants; scriptableObjects for data.
Run `npx skills add ericrisco/rsc-harness --skill unity -a claude-code`. Or copy the skill folder (skills/unity in ericrisco/rsc-harness) into .claude/skills/unity in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ericrisco/rsc-harness --skill unity -a codex`. Or copy the skill folder (skills/unity in ericrisco/rsc-harness) into .agents/skills/unity in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ericrisco/rsc-harness --skill unity -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity, .gemini/skills/unity, .github/skills/unity and .opencode/skills/unity in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unity is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 4k tokens (SKILL.md is roughly 16k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unity: Validate Gsdk (PlayFab/gsdk, 170 stars), Beehave (jame581/GodotPrompter, 792 stars), Headless Build (RandallLiuXin/GodotMaker, 549 stars) and Gdextension (jame581/GodotPrompter, 792 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
ericrisco (a GitHub user) maintains it in ericrisco/rsc-harness, which has 156 GitHub stars. The repository holds 229 skills in this directory. The repository was last updated on October 6, 2026.
Source: ericrisco/rsc-harness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.