Unity Development Loop
SkillDev toolsRun Unity runtime development loops with gameplay-focused implementation and validation. Use when the user asks to iterate on runtime behavior, reproduce and fix a gameplay bug, or implement a Unity-side flow until acceptance criteria are met. Do not use for `.inputactions` authoring, read-only inspection, or Rust CLI-only work.
Available today. Use it from your connected AI after setup.
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Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Unity Development Loop skill
What this skill tells your AI
The instructions your AI receives, as published by akiojin/unity-cli in .claude-plugin/plugins/unity-cli/skills/unity-development-loop/SKILL.md and read by ahel’s review.
Run Unity-side development as short, acceptance-driven loops. This skill chooses the smallest next change, the narrowest runtime check, and the lightest evidence set that can prove or disprove the current hypothesis.
Use When
- The user wants to implement and verify a Unity gameplay, input, or UI scenario.
- The task needs a repeatable loop of Unity-side code changes, Play Mode execution, evidence capture, and runtime confirmation.
- The user asks to iterate on a runtime bug until acceptance criteria are satisfied.
- The request needs screenshots, short video, console inspection, or profiler data as part of Unity runtime validation.
Do Not Use When
- The task is authoring
.inputactionsassets instead of validating runtime behavior. Useunity-input-system. - The task is read-only code or scene investigation with no planned change. Use the relevant inspection skill.
- The task is Rust CLI-only or does not require Unity runtime validation.
- The task is scene, prefab, or asset authoring without a runtime validation loop.
Preferred Flow
- Lock the scenario as observable runtime behavior and define 1-3 acceptance checks before editing or running anything.
- Choose the smallest next Unity-side change and delegate implementation to
unity-csharp-editwhen code must change. - Run the narrowest runtime check through
unity-playmode-testing,unity-ui-automation, orunity-editor-tools, depending on whether the loop is gameplay, UI, or diagnostics driven. - Capture only the evidence needed for the current hypothesis: state reads or logs for non-visual behavior, a screenshot for visible end state, short video for timing, and profiler data only for performance questions.
- Record the iteration with scenario, acceptance criteria, change made, execution, evidence, observations, result, and next action.
- Stop when the current evidence satisfies every acceptance check; otherwise continue with one concrete next hypothesis.
Examples
- "Implement a jump input tweak, run it in Play Mode, and keep iterating until the jump timing feels correct."
- "Fix this settings panel flow, click through the UI, capture proof, and stop when the final state matches the spec."
- "Reproduce the runtime bug, inspect logs, make the smallest fix, and rerun only the affected path."
References
- runtime-checklist.md: connection, instance, and evidence-capture baseline before starting a loop.
- development-loop-playbook.md: scenario-specific loop recipes, evidence selection rules, and exit criteria.
Signals
- GitHub stars
- 103
- Forks
- 12
- Last commit
- Aug 2026
Advanced
- Catalog kind
- skill
- Gateway key
unity-development-loop- Source
- github.com/akiojin/unity-cli