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

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# 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).
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