skill
unity-2d-expert
A Claude Agent Skill: documentation-grounded, editor-confirmed Unity 6 (URP) 2D expertise — sprites & PPU, sorting/Y-sort, tilemaps (Chunk/Individual/SRP-Batch), rendering performance & batching, 2D p
Set up
Skills are installed by placing their folder where your agent loads skills.
The download comes from github.com/TCLowe1982/unity-2d-expert itself, not from our server, so what you get is exactly what its author published.
Install instructions come from the README
README
synced Oct 23, 2026Unity 2D Expert — a Claude skill
A drop-in Agent Skill that gives Claude (Claude Code / the Agent SDK) working expertise in Unity 6 (URP) 2D game development — sprites & pixels-per-unit, sorting and per-sprite Y-sort, tilemaps (Chunk vs Individual vs SRP-Batch, chunk culling, colliders), rendering performance & batching, 2D physics, 2D lighting, and pixel-art setup.
It's documentation-grounded but editor-confirmed: every rule traces to the official
Unity 6000.0 docs (source URLs kept in reference/), and wherever real Unity Editor
behavior diverged from a documented default or a common assumption, the observation was
verified in-editor and flagged for review rather than trusted blindly.
I couldn't find a good Unity-2D skill for Claude anywhere, so this is an attempt at a solid, honest first one. PRs with more editor-confirmed facts welcome.
What's inside
SKILL.md # the actionable decision layer Claude reads first
reference/
sprites.md # Sprite Renderer, PPU, atlas, 9-slice, masks, import
sorting-and-cameras.md # draw-order chain, Y-sort recipe, sorting groups, Pixel Perfect
tilemaps.md # Grid/Tilemap/Renderer, Chunk/Individual, culling, colliders, API
performance-and-batching.md # SRP Batcher / GPU instancing / static+dynamic, hard limits, pooling
physics-lighting-animation.md # Rigidbody/Collider 2D, Light 2D, Sprite Shape, 2D Animation
observed-vs-documented.md # editor-CONFIRMED observations, incl. divergences [REVIEW]
SKILL.md is a tight ~1-page decision layer; the reference/ files hold 500+ sourced
facts (every field, enum, default, gotcha) so Claude can drill in when a task needs it.
Highlights it gets right (that trip people up)
TilemapRenderer.Mode— Chunk (default: batched, chunk-culled, but can't interleave sprites or sort tiles across multiple textures → use one atlas) vs Individual (per-tile sort, characters render between tiles, slower) vs SRP-Batch (SRP-Batcher-compatible).- A single Tilemap can't overlap sprites (1 tile/cell) — overlapping props need Individual mode or N stacked tilemaps as depth strata, or SpriteRenderers.
- Per-sprite Y-sort recipe — Transparency Sort Mode = Custom Axis, axis
(0,1,0), Sort Point = Pivot; isometric Z-as-Y uses(0,1,-0.26). - The many-sprite count trap — off-screen sprites are auto-culled, but ~10k SpriteRenderer GameObjects still cost real per-frame overhead; static content belongs in tilemaps, thousands of dynamic sprites want pooling/instancing.
- SRP Batcher doesn't reduce draw-call count — it cuts per-draw CPU cost.
- Editor-confirmed divergence: in a Unity 6 2D URP project, a fresh PNG imports
as
Sprite/Point/mips-off/Clamp/Uncompressed/PPU 100 — the pixel-art defaults are already set; the real gotcha ismaxTextureSizesilently downscaling large atlases.
Install
Clone into your Claude skills folder:
# user-level (available in every project)
git clone https://github.com/TCLowe1982/unity-2d-expert \
~/.claude/skills/unity-2d-expert
# or project-level (committed with a specific repo)
git clone https://github.com/TCLowe1982/unity-2d-expert \
<your-project>/.claude/skills/unity-2d-expert
Claude auto-discovers it. It triggers on Unity 2D work (tilemaps, sprite sorting/overlap,
PPU, draw-call/perf questions, 2D lighting, Pixel Perfect, …) or invoke it directly with
/unity-2d-expert.
How it was built
Assembled with the ledger pattern
(extraction branch): the Unity 6000.0 2D documentation was split into topic clusters,
each processed independently into a durable on-disk fact-ledger with source URLs, then
assembled into SKILL.md + reference/. Key defaults and "docs don't state this" gaps
were then confirmed against a live Unity 6000.4 editor and recorded in
reference/observed-vs-documented.md.
The discipline: doc-first, editor-confirmed
Rules are sourced from the docs. Where an editor observation contradicts a documented default or common assumption, the observation wins only after being reproduced in the editor, and it's tagged so a human can review it:
[confirms-docs]·[extends-docs]·[diverges — REVIEW]·[third-party]
If you add facts, keep that discipline: cite the doc URL, or mark it [diverges — REVIEW]
with how you confirmed it.
Attribution
The reference/ material distills Unity's official documentation (Unity 6000.0
Manual & Scripting Reference — every bullet links its source page). Unity, the Unity
engine, and its documentation are © Unity Technologies. This repository is an independent,
factual study aid and is not affiliated with or endorsed by Unity Technologies.
License
MIT — see LICENSE. (Applies to the skill's structure and original writing; the underlying Unity facts are, well, facts, and belong to their documented source.)