Individual skill
scenario-unity-gameplay
Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody characters, object pooling, 'hundreds of enemies', DOTS, Burst or Jobs decisions, Netcode for GameObjects multiplayer, audio mixers, snapshots, volume sliders and 3D combat sounds.
skills/game-engines/unity/scenario-unity-gameplay/SKILL.md
Source commit f29bf06ab89088695ed3431ac99d20a090441a2f
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- Observed behavior
- Network or broad shell
- Last checked
- Nov 9, 2026
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- 3,681
- Repository last updated
- Nov 10, 2026
- License
- MIT
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- agent-skills Repository topic
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SKILL.mdcore · 19,964 bytesSKILL.mdcore · 19,964 bytesreferences/critique.mddoc · 8,293 bytesreferences/expert-notes.mddoc · 36,357 bytesreferences/gui-paths.mddoc · 21,256 bytesreferences/procedures.mddoc · 40,035 bytesreferences/sources.mddoc · 23,383 bytesscripts/AgentKit/Gameplay/GameplayAudio.csasset · 9,125 bytesscripts/AgentKit/Gameplay/GameplayAudit.csasset · 17,349 bytesscripts/AgentKit/Gameplay/GameplayScenes.csasset · 27,438 bytesscripts/AgentKit/Gameplay/GameplaySetup.csasset · 7,789 bytesscripts/Runtime/AIBudget.csasset · 2,666 bytesscripts/Runtime/AIBudgetMeter.csasset · 2,063 bytesscripts/Runtime/AgentKit.Gameplay.Runtime.asmdefasset · 461 bytesscripts/Runtime/AgentLocomotionSync.csasset · 4,833 bytesscripts/Runtime/CombatAudio.csasset · 4,857 bytesscripts/Runtime/EnemyBrain.csasset · 10,235 bytesscripts/Runtime/EnemyDirector.csasset · 7,599 bytesscripts/Runtime/FloatingCapsule.csasset · 4,987 bytesscripts/Runtime/Health.csasset · 639 bytesscripts/Runtime/JobStallProbe.csasset · 7,172 bytesscripts/Runtime/JobWaitMeter.csasset · 2,643 bytesscripts/Runtime/LineOfSightBatch.csasset · 3,103 bytesscripts/Runtime/MixerControl.csasset · 2,064 bytesscripts/Runtime/NetSim.csasset · 4,098 bytesscripts/Runtime/Perception.csasset · 1,998 bytesscripts/Runtime/PerceptionBenchmark.csasset · 4,334 bytesscripts/Runtime/Projectile.csasset · 2,917 bytesscripts/Runtime/ProjectilePool.csasset · 2,323 bytesscripts/Runtime/ProximityBenchmark.csasset · 7,681 bytesscripts/Runtime/Queries.csasset · 6,455 bytesscripts/Runtime/SoundEmitter.csasset · 1,805 bytesscripts/Runtime/SweepProjectile.csasset · 2,855 bytesscripts/Runtime/TargetMover.csasset · 898 bytesscripts/Runtime/UpdateHub.csasset · 2,621 bytesscripts/Runtime/UpdateOrderBenchmark.csasset · 4,689 bytesscripts/Runtime/UpdateRegistry.csasset · 5,945 bytesscripts/ut_gameplay.pyruns · 25,423 bytes
Read excerpt
# Unity gameplay systems (gameplay systems programmer)
Expert gameplay work in Unity 6.3 means every system has one owner of its state, runs at a rate
someone chose, and is proven by a measurement: steps per frame, a tunneling test at the real speed,
a path query through the real door, a timed transition, the worst frame at the real agent count.
This skill carries the expert delta from the 6.3 manuals, AI Navigation 2, NGO and shipped games
(Survival Kids, Very Very Valet), with jobs and tests run in 6000.3.21f1. If a sibling skill named
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps). Install:
`ut_gameplay.install(P)` (core AgentKit + `AgentKit.Gameplay` jobs + the `AgentKit.Gameplay.Runtime`
assembly).