个人作者

CuongND

Game developer

所在地 · Hanoi更新于 2026-07-25

Skills
204
仓库
1
职业覆盖
6
场景覆盖
3
Stars
★ 8

CuongND 的 Skills 204

dyCuong03
dyCuong03/unity-agent-team

dots-update-groups

How to choose the right ECS system group and ordering so per-frame and per-fixed-step work is deterministic and never races its own readers. Covers InitializationSystemGroup / SimulationSystemGroup / PresentationSystemGroup / FixedStepSimulationSystemGroup / VariableRateSimulationSystemGroup, UpdateBefore / UpdateAfter peer ordering, OrderFirst / OrderLast group-boundary placement, RateManager, and the cross-group ordering trap. Use when adding an ISystem, fixing "value visible one frame late" bugs, or coupling simulation to a fixed timestep.

★ 8
dyCuong03
dyCuong03/unity-agent-team

dots-transform-patterns

The Entities 1.x transform model — LocalTransform (writable input) vs LocalToWorld (system-owned matrix), Parent/Child hierarchy, reparenting cost, uniform vs non-uniform scale (PostTransformMatrix), and when to opt out with custom transform systems. Use when designing parent/child hierarchies, runtime reparenting (mount/dismount/socket), or choosing transform components at the Baker boundary.

★ 8
dyCuong03
dyCuong03/unity-agent-team

dots-singleton-patterns

Model cross-system shared configuration and game state as a single-entity component with a strict single-writer contract. Covers RequireForUpdate gating, SystemAPI.GetSingleton / GetSingletonRW / HasSingleton / TryGetSingleton, bake-time vs runtime-created vs ECB-system singletons, the "exactly one entity" runtime invariant, and the single-writer rule. Use when designing frame-stable global config, shared mutable state, or any component intended to exist on exactly one entity.

律师与法务
★ 8
dyCuong03
dyCuong03/unity-agent-team

dots-hybrid-bridge

The one-way bridge between DOTS-owned runtime state and Unity-owned presentation. Covers UnityObjectRef for managed asset refs in components, the DOTS-writes / Unity-reads ownership rule, when to use managed IComponentData vs UnityObjectRef vs CompanionComponent, baker-bridge vs runtime-bridge, and SubScene boundary rules. Use when an entity must reference Unity assets (Mesh, Material, AudioClip, ScriptableObject), a MonoBehaviour view must read entity state, or input/UI must trigger ECS work.

★ 8
dyCuong03
dyCuong03/unity-agent-team

dots-event-driven-ecs

Model one-frame events and external requests in ECS without dual ownership, polling, or persistent state leaks. Covers request-tag pattern with ECB, enableable command components (no structural change), event buffers (IBufferElementData), explicit consumer ownership, one-frame latency rules, and the banned C# event / UnityEvent / static bus anti-patterns. Use when input/UI/network must trigger ECS work, when a one-frame signal fans out to N consumers (damage, hit, collision), or when state changes must be processed exactly once.

★ 8
dyCuong03
dyCuong03/unity-agent-team

valid_skill

A complete, well-formed test fixture skill for SkillHub validation testing. Covers basic task routing and code review for Unity projects.

代码审查测试与质量
★ 8
dyCuong03
dyCuong03/unity-agent-team

unsafe_commands

Skill fixture containing unsafe shell commands for security testing. Should be flagged by the validator.

★ 8
dyCuong03
dyCuong03/unity-agent-team

truncated_description

暂无简介

★ 8
dyCuong03
dyCuong03/unity-agent-team

secret_content

Skill fixture containing secret-like content for security testing. Should be flagged.

内容创作者
★ 8
dyCuong03
dyCuong03/unity-agent-team

no_frontmatter

暂无简介

★ 8
dyCuong03
dyCuong03/unity-agent-team

malformed_frontmatter

暂无简介

★ 8
dyCuong03
dyCuong03/unity-agent-team

invalid_paths

Skill that references paths that do not exist on disk for testing path validation.

★ 8
dyCuong03
dyCuong03/unity-agent-team

incompatible_platform

Skill fixture with platform metadata incompatible with Linux/WSL environments where the team runs.

★ 8
dyCuong03
dyCuong03/unity-agent-team

duplicate_skill_name

Second skill using the same duplicate name for testing duplicate detection.

Skill与智能体开发
★ 8
dyCuong03
dyCuong03/unity-agent-team

duplicate_skill_name

First skill using a duplicate name for testing duplicate detection.

Skill与智能体开发
★ 8
dyCuong03
dyCuong03/unity-agent-team

bom_prefixed

暂无简介

★ 8
dyCuong03
dyCuong03/unity-agent-team

verifier

Lightweight verification agent for small and medium complexity tasks. Mechanically runs the deterministic verification bundle from impl_result.json and emits verification_result.json. Does not design tests or edit code — replaces always-on tester for tiny/small/medium pipelines.

Skill与智能体开发
★ 8
dyCuong03
dyCuong03/unity-agent-team

unity-yooasset

YooAsset hot-update / asset bundle automation. Build bundles via ScriptableBuildPipeline or RawFileBuildPipeline, run Editor simulate builds, manage AssetBundleCollector package/group/collector settings, analyze BuildReport .report files at bundle/asset/dependency-graph level, run PlayMode runtime validation jobs, and open/use YooAsset Reporter/Debugger/AssetArtScanner tools. Triggers: yooasset, YooAsset, AssetBundleBuilder, AssetBundleCollector, BuildReport, ResourcePackage, ScriptableBuildPipeline, RawFileBuildPipeline, EditorSimulateBuildPipeline, CollectorPackage, CollectorGroup, AddressRule, PackRule, FilterRule, IgnoreRule, BuildReport assets, dependency graph, AssetArtScanner, Reporter, Debugger, runtime validation, 资源打包, 资源收集, 资源收集器, 资源规则, 构建报告, 构建管线, 模拟构建, 热更新打包, 资源分组, 资产分析, 依赖图, 孤立资源, 运行时验证, asset bundle build, asset bundle collector, build report, hot update build, bundle dependency, orphan asset, asset pipeline. Requires com.tuyoogame.yooasset (2.3.15+).

行政与办公人员Skill与智能体开发
★ 8