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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

TCLowe1982/unity-2d-expertcommunitylistedunreviewed

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

Skills do not use an MCP config. Follow the steps in the README below.

README

synced Oct 23, 2026

Unity 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 is maxTextureSize silently 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.)

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