The "Cortex" for AI-Native Unity Development — 2026 Edition.
AntiGravity Skills is not just a code library — it's a Standardized Knowledge Graph designed to bridge the gap between Human creativity and AI execution. Every skill is a portable, self-contained intelligence unit: agnostic to genre, platform, and project.
- For AI Agents (Gemini, Copilot, Cursor): Long-term memory + Senior Tech Lead. Provides context, architecture patterns, and "Do not hallucinate" constraints via the 2026 Tier Architecture.
- For Human Developers: A battle-tested modular framework. Need a system? Don't write it from scratch — invoke it.
Important
🤖 Enables the "Tech Lead" Persona
Loading AGENT.md activates the AntiGravity Architect persona. The agent acts as a Senior Mentor — explaining SOLID patterns, warning about GC pressure, and enforcing the 2026 TDD-First protocol while it builds.
A Skill is a packaged unit of capability that bridges general reasoning with domain-specific execution. When an AI Agent reads a SKILL.md, it gains:
- Procedural Knowledge: Step-by-step workflows for specific problems.
- Contextual Awareness: Rules and constraints to prevent common Unity pitfalls.
- Templates: Pre-verified C# code ready for production.
| Feature | Before | 2026 Edition |
|---|---|---|
| Unity Target | 2023+ | Unity 6+ / CoreCLR |
| Language | C#10 | C#12 with Span<T> |
| Pre-flight | Manual | Context Discovery Protocol |
| Testing | Optional | TDD-First (Mandatory) |
| GC Policy | Guidelines | Zero GC in hot paths |
| Skill Metadata | Name + tags | Full YAML: requirements, tiers, budgets |
Note
All 84 skills now carry full 2026-standard YAML metadata (requirements, context_discovery, performance_budget, tdd_first). All skills have TDD boilerplate. The audit v2.0.1 added standardized TDD contracts to all legacy skills — see Roadmap for the full refactoring plan.
.agent/skills/
├── 00-core-engineering/ # C#12, GC Watchdog, Style Guide
├── 01-architecture/ # Service Locator, Repository, Command, FSM, Events
├── 02-gameplay/ # Combat, Camera, Minimap, Replay, Procedural Gen
├── 03-simulation-strategy/ # Grid Building, Resources, Waves [Agnostic 2026]
├── 04-visuals-audio/ # Shaders, VFX, Lighting, Audio
├── 05-ui-ux/ # MVVM, UI Toolkit, Accessibility (WCAG 2.1)
├── 06-performance/ # Job System, GPU Instancing, Texture Streaming
├── 07-tools-pipeline/ # Context Discovery, AI Code Reviewer, Validator
├── 08-backend-monetization/ # PlayFab Economy v2, UGS, Ads Mediation
├── 09-devops-automation/ # CI/CD, Build Pipelines
└── 00-meta-skills/ # Skill Creator, Project Scaffolder
Every skill operates on 3 tiers, optimized for AI consumption:
| Tier | Content | Consumed by |
|---|---|---|
| Tier 1 | YAML frontmatter (requirements, context_discovery, performance_budget) | Machine — hard-blocking gate |
| Tier 2 | SKILL.md body (When to Use, Architecture, Code Examples) | AI reasoning |
| Tier 3 | templates/ directory (C# files) |
Direct code injection |
Important
Tier 1 is a hard-blocking gate. If requirements.unity_version or render_pipeline don't match the project's ContextReport, the agent must stop and report the incompatibility before writing any code. Proceeding without meeting requirements requires an explicit user --force override, which the agent must log visibly.
unified-style-guide— C#12, CoreCLR, Zero GC rulesunity-compile-fixer⭐ NEW — Agentic C# error repair loopcoreclr-gc-watchdog⭐ NEW — GC pressure classification + zero-alloc patternscsharp12-features-guide⭐ NEW — Safety matrix for C#12 features in Unity 6
service-locator-pattern⭐ NEW — Type-safe SL with DI decision matrixrepository-pattern⭐ NEW — GenericIRepository<T>with async I/O + mockcommand-pattern-undo⭐ NEW — Undo/Redo history stackevent-bus-system,finite-state-machine,save-load-serialization,asynchronous-programming
procedural-generation⭐ NEW — BSP Dungeon + Perlin Terrain withIGrid<T>replay-system⭐ NEW — Deterministic input recording + death-camminimap-system⭐ NEW — Orthographic RenderTexture minimap with icon layersplayer-movement-controller,camera-system-pro,combat-hitbox-system
grid-based-building-system,resource-management-system,horde-wave-logic,environment-hazard-system
shader-graph-expert,vfx-graph-shuriken,dynamic-audio-mixers,lighting-nav-baker
mvvm-binding-system⭐ NEW — Full MVVM for UI Toolkit with[CreateProperty]accessibility-hci⭐ NEW — WCAG 2.1, colorblind shaders, control remappingcanvas-performance,responsive-ui-design,input-system-new
job-system-burst⭐ NEW — Unity Jobs + Burst Compiler (0 GC, parallel CPU)gpu-instancing-expert⭐ NEW —DrawMeshInstancedIndirect, 100k meshes/draw calltexture-streaming-expert⭐ NEW — Mip Streaming budget +TextureAuditToolobject-pooling-system,addressables-asset-management,memory-profiler-expert
context-discovery-agent⭐ NEW — Auto-detects Unity version, RP, packages → ContextReportai-code-reviewer⭐ NEW — CRITICAL/WARNING/INFO code review checklistmetadata-validator⭐ NEW — Compliance audit script for all SKILL.md filesautomated-unit-testing,custom-editor-scripting,version-control-git
playfab-economy-v2⭐ NEW — Economy v2 API (deprecates v1),IPlayFabEconomyServiceunity-gaming-services⭐ NEW — UGS: Auth, Lobby, Relay, Leaderboards, Cloud Saveads-mediation-ironsource⭐ NEW — LevelPlay rewarded/interstitial + GDPR consentanalytics-heatmaps,monetization-iap,multiplayer-netcode
build-pipeline-manager,unity-build-commander
Every skill carries a tdd_first: field that signals its quality level:
| Tag | Meaning | What to expect |
|---|---|---|
tdd_first: true ⭐ |
2026 Native | Interface + failing test + implementation + mock. Production-grade. |
tdd_first: true |
Audit v2.0.1 | TDD boilerplate added, needs manual test implementation. |
Note: All skills now have
tdd_first: true. The audit v2.0.1 added standardized TDD contracts to provide a starting point for test implementation.
Before generating any code, the agent runs a pre-flight check:
// Produced by @context-discovery-agent
{
"unity_version": "6000.1.2f1",
"render_pipeline": "URP",
"awaitable_api": true,
"burst_available": true,
"packages": ["com.unity.inputsystem", "com.unity.services.core"]
}This ensures every generated script is compatible with your exact environment — no more "this only works in HDRP" surprises.
- Detect: Run
@context-discovery-agent→ getContextReport. - Find: Locate the relevant skill in
.agent/skills/. - Gate: Check
requirements:in YAML frontmatter againstContextReport. - Read: Consume the SKILL.md body for architecture + patterns.
- Implement: Inject from
templates/, adapt to project context. - Review: Run
@ai-code-reviewerbefore committing.
The biggest mistake developers make with AI tools (Copilot, Cursor, Gemini) is "Vibe Coding" — asking the AI to build systems without providing strict architectural boundaries. This results in spaghetti code, memory leaks, and unscalable games.
AntiGravity Skills CLI solves this by injecting production-ready, Senior-level patterns directly into your project.
- For Juniors: Stop guessing how to build an Object Pool or an Event Bus. The CLI injects clean, heavily-commented, industry-standard C# code directly into your project for you to study and use.
- For Seniors & AI: Every installed skill includes a
SKILL.mdfile. When you ask your AI assistant to modify the injected code, it reads this file first. The strict rules inside prevent the AI from hallucinating or breaking the architecture.
Thanks to npx, no local installation or repo cloning is required. The CLI checks your Unity version and Render Pipeline to prevent compatibility issues, then injects bare C# code ("Zero-Lock-In") directly into Assets/Plugins/AntiGravitySkills/.
Run this from your Unity project root:
# 1. Search the catalog for the system you need
npx github:nlelouche/Unity-SkillForge list
# 2. Check its requirements (Unity version, packages) before installing
npx github:nlelouche/Unity-SkillForge info event-bus-system
# 3. Inject the code safely into your project
npx github:nlelouche/Unity-SkillForge add event-bus-systemNote for local AI Agents: You can still clone the full repo into .agent/skills/ if you want your agent to have permanent offline access to the entire knowledge graph.
git clone https://github.com/nlelouche/Unity-SkillForge.git .agent/skillsBased on architectural review and gap analysis, the following skills are prioritized for the next iteration:
| Priority | Skill | Category | Justification |
|---|---|---|---|
| 🔴 High | netcode-for-gameobjects |
01-architecture |
Largest gap — only core Unity 6 system without coverage |
| 🔴 High | localization-unity-package |
07-tools-pipeline |
Complex StringTable + LocalizeStringEvent setup is a prime AI pain-point |
| 🟡 Medium | xr-toolkit-vr |
02-gameplay |
VR/MR market growth (Quest 3, Vision Pro) — platform-agnostic XR skill |
| 🟡 Medium | dots-physics |
06-performance |
Natural companion to job-system-burst for physics-heavy simulations |
| 🟢 Low | websockets-native |
08-backend-monetization |
Partially covered by UGS Relay — lower priority unless non-UGS projects |
| Category | Skills | TDD-Native |
|---|---|---|
| Core Engineering | 4 | 4 |
| Meta Skills | 3 | 3 |
| Architecture | 13 | 13 |
| Gameplay | 14 | 14 |
| Simulation & Strategy | 6 | 6 |
| Visuals & Audio | 9 | 9 |
| UI/UX | 8 | 8 |
| Performance | 8 | 8 |
| Tools & Pipeline | 9 | 9 |
| Backend & Monetization | 8 | 8 |
| DevOps & Automation | 2 | 2 |
| GRAND TOTAL | 84 | 84 |
See CHANGELOG.md for the full history.
AntiGravity Skills — Where Code Meets Intelligence. 2026 Edition.