cinemachine
openbooklet.com/s/cinemachineopenbooklet.com/s/cinemachine@1.0.0GET /api/v1/skills/cinemachineCinemachine camera system â virtual cameras, FreeLook, blending, noise profiles, state-driven cameras, confiner, follow/aim behaviors.
Unity animation system â Animator controllers, layers, blend trees, state machine behaviors, root motion, animation events, Timeline.
Assembly definition management â when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.
Comprehensive reference for building card games in Unity. Covers deck construction, hand management, zone tracking, turn flow, effect resolution, and UI layout. Applies to TCGs, deck-builders, and hybrid card-battlers.
2D and 3D character controller patterns â coyote time, input buffering, variable jump, wall slide/jump, dash, slopes, stairs, camera-relative movement. Load when implementing player movement.
Dialogue tree patterns â ScriptableObject graph, node types (text, choice, condition, event), typewriter effect, localization-ready. Load when implementing NPC conversations.
Endless runner architecture â procedural chunk spawning, lane-based or free movement, obstacle patterns, speed ramping, coin/collectible systems, distance scoring.
Event system patterns â C# events, UnityEvent, SO event channels, static EventBus. When to use each, zero-allocation patterns, memory leak prevention.
Hyper-casual mobile game architecture â one-tap/swipe controls, instant onboarding, short sessions, ad monetization, minimalist visuals, level progression, score systems.
Idle/clicker game architecture â big number math, offline progress, prestige/rebirth, upgrade trees, automation, currency systems, time-based rewards.
Inventory, equipment, and crafting patterns â ScriptableObject item definitions, slot-based inventory, equipment system, crafting recipes, UI binding. Load when implementing item management.
Match-3 puzzle game architecture â grid system, tile matching, cascade/gravity, special tiles, combo chains, level objectives, lives/energy system.
Object pooling patterns â Unity ObjectPool<T>, custom ComponentPool, warm-up strategies, return-to-pool lifecycle. Eliminates runtime Instantiate/Destroy overhead.
2D platformer architecture â tight controls (coyote time, input buffer, variable jump), level design patterns, collectibles, checkpoints, hazards, boss patterns.
Comprehensive reference for building racing games in Unity. Covers vehicle physics, drift mechanics, track and waypoint systems, lap tracking, AI opponents, boost/power-ups, camera, and UI. Applies to arcade racers, kart racers, and simulation-lite driving games.
RPG game architecture â stat system (base + modifiers), level/XP, skill trees, quest system, NPC interaction, turn-based and real-time combat patterns.
Save/load patterns â ISaveable interface, JSON serialization, save file management, scene persistence, cloud sync prep. Load when implementing save functionality.
ScriptableObject architecture patterns â event channels, variable references, runtime sets, factory pattern, data containers. The backbone of data-driven Unity architecture.
Unity serialization rules â FormerlySerializedAs on renames, SerializeField vs public, SerializeReference for polymorphism, Unity null check (== null not ?.). CRITICAL: prevents silent data loss.
ShaderGraph â custom function nodes, sub-graphs, keyword-driven variants, master stack outputs, common patterns for URP effects.
Top-down mobile game architecture â virtual joystick/tap-to-move/twin-stick touch movement, room transitions, fog of war, spawner patterns, wave systems, minimap.
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