
π€ Unity κ°λ° μμ°μ± 300% ν₯μ! AI μ½λ© μ΄μμ€ν΄νΈμ© νμ μ€ν¬ λͺ¨μ
μ΅κ·Ό AI μ½λ© μ΄μμ€ν΄νΈ(Cursor, Windsurf λ±)κ° κ°λ°μμ νμ λκ΅¬κ° λμμ΅λλ€. νμ§λ§ AIμκ² λ§€λ² λκ°μ 컨ν μ€νΈλ₯Ό μ€λͺ νκ±°λ μ€νμΌμ κ΅μ ν΄μ£Όλ κ²μ λ²κ±°λ‘μ΄ μΌμ λλ€.
μ΄ κΈμμλ AIκ° 'μ λ¬Έκ° λͺ¨λ'λ‘ λμνλλ‘ λ§λλ 4κ°μ§ ν΅μ¬ μ€ν¬(System Instructions)μ 곡μ ν©λλ€. μ΄ ν둬ννΈ(μ€ν¬)λ₯Ό AI μ€μ μ΄λ νλ‘μ νΈ λ£°(/rules, .cursorrules λ±)μ λ±λ‘ν΄ λλ©΄, μ΄λ³΄μ μΈ μ€μλ₯Ό μ€μ΄κ³ μλμ΄ κ°λ°μ μμ€μ μ½λλ₯Ό λ°λ‘ μμ±ν μ μμ΅λλ€.
π οΈ 1. μλν° μλν μ λ¬Έκ° (Unity Editor Automation)
λ°λ³΅μ μΈ μμ
μ μ€μ΄κΈ° μν΄ μ»€μ€ν
μλν° ν΄μ λ§λ€ λ μ μ©ν©λλ€. μ΄λ³΄ AIκ° μμ£Ό μ€μνλ Undo λ±λ‘μ΄λ μμ
μ μ₯ μ²λ¦¬κΉμ§ μλ²½νκ² κ°μ΄λν©λλ€.
π ν΅μ¬ ν¬μΈνΈ
- Undo κΈ°λ₯ κ°μ : μ€μλ‘ λ°μ΄ν°λ₯Ό λ 리λ κ²μ λ°©μ§.
- AssetDatabase 무결μ±: λλ μμ μ μμ ν νΈλμμ μ²λ¦¬.
π μ€ν¬ λ΄μ© (볡μ¬ν΄μ μ¬μ©νμΈμ)
# Unity Editor Automation Expert
This skill provides specialized knowledge and best practices for extending the Unity Editor. Use this skill whenever you need to create custom tools, automate repetitive tasks, or modify the editor interface.
## Core Principles
1. **Safety First**: Always implement `Undo` functionality.
* Use `Undo.RecordObject(target, "Action Name")` before modifying serialized properties.
* Use `Undo.RegisterCreatedObjectUndo(obj, "Create Object")` when instantiating new objects.
* Use `Undo.DestroyObjectImmediate(obj)` instead of `Object.DestroyImmediate`.
2. **Asset Database Integrity**:
* Always call `AssetDatabase.SaveAssets()` and `AssetDatabase.Refresh()` after batch operations.
* Use `AssetDatabase.StartAssetEditing()` and `AssetDatabase.StopAssetEditing()` for bulk changes to improve performance.
## Common Code Snippet: Menu Item
```csharp
using UnityEditor;
using UnityEngine;
public class MyTools
{
[MenuItem("Tools/My Custom Tool")]
public static void RunTool()
{
// Tool logic here
Debug.Log("Tool executed!");
}
}
---
## π 2. μ±λ₯ μ΅μ ν λ§μ€ν° (Unity Performance Audit)
AIκ° μ§ μ½λλ λμλ κ°μ§λ§ μ±λ₯μ΄ μλ§μΈ κ²½μ°κ° λ§μ΅λλ€. μ΄ μ€ν¬μ κ°λΉμ§ 컬λ μ
(GC) ννμ νΌνκ³ νλ μ λλμ λ§λ μ΅μ ν μ½λλ₯Ό μμ±νκ² ν©λλ€.
### π ν΅μ¬ ν¬μΈνΈ
* **μΊμ± νμ**: `Update()` λ¬Έ μμ `GetComponent` κΈμ§.
* **λ¬Έμμ΄ μ°μ° μ΅μν**: GC λ°μ μ΅μ .
* **μ€λΈμ νΈ νλ§**: λΆνμν μμ±/νκ΄΄ λ°©μ§.
### π μ€ν¬ λ΄μ© (볡μ¬ν΄μ μ¬μ©νμΈμ)
```markdown
# Unity Performance Optimization Expert
This skill focuses on writing high-performance C# code for Unity and identifying common pitfalls that cause frame drops or garbage collection spikes.
## Golden Rules for Optimization
1. **Cache Components**:
* **Bad**: Calling `GetComponent<T>()` in `Update()`.
* **Good**: Cache in `Awake()` or `Start()`.
2. **Avoid String Concatenation**:
* **Bad**: `text.text = "Score: " + score;` (Creates garbage every frame)
* **Good**: use `StringBuilder` or verify if the value actually changed before updating.
3. **Use CompareTag**:
* **Bad**: `if (gameObject.tag == "Player")`
* **Good**: `if (gameObject.CompareTag("Player"))` (Avoids string allocation).
4. **Object Pooling**:
* Never `Instantiate` or `Destroy` frequently (e.g., bullets, effects) during gameplay.
* Use a Pool Manager to reuse objects.
π¨ 3. λͺ¨λ UI μν€ν νΈ (Unity Modern UI)
μ§μ λΆν UI μ½λλ μ΄μ κ·Έλ§! MVP/MVVM ν¨ν΄μ μ μ©νκ³ DOTweenμ νμ©ν μΈλ ¨λ μ°μΆ μ½λλ₯Ό μμ±νλλ‘ κ°μ΄λν©λλ€.
π ν΅μ¬ ν¬μΈνΈ
- λ‘μ§κ³Ό λ·°μ λΆλ¦¬: μ μ§λ³΄μκ° μ¬μ΄ ꡬ쑰.
- DOTween ν΅ν©: νλμ½λ©λ μ λλ©μ΄μ λμ λΆλλ¬μ΄ νΈμ μ°μΆ μ¬μ©.
- Canvas μ΅μ ν: μ±λ₯μ κ³ λ €ν κ³μΈ΅ ꡬ쑰 μ μ.
π μ€ν¬ λ΄μ© (볡μ¬ν΄μ μ¬μ©νμΈμ)
# Unity Modern UI Expert
This skill guides the creation of clean, maintainable, and visually appealing UI in Unity, focusing on the separation of concerns and modern animation techniques.
## UI Architecture Patterns
### MVP (Model-View-Presenter)
* **Model**: Data (pure C#, ScriptableObjects).
* **View**: MonoBehaviour referencing UI components (Text, Image). logic: None, just display.
* **Presenter**: Glue code. Listens to Model changes -> updates View. Listens to View input -> updates Model.
## Styling & Animation
1. **DOTween Integration**:
* Use DOTween for programmatic animation (fade, scale, move).
* Always manage tween lifecycles (kill tweens on destroy).
* Example: `rectTransform.DOAnchorPos(targetPos, 0.5f).SetEase(Ease.OutBack);`
ποΈ 4. AI μμ μμ± μν¬νλ‘ (ComfyUI for Game Dev)
κ°λ° μ€ νμν 리μμ€(μμ΄μ½, ν μ€μ²)λ₯Ό ComfyUIλ₯Ό ν΅ν΄ μμ±νκ³ , μ λν°μ μ°λνλ λ Ένμ°μ λλ€.
π ν΅μ¬ ν¬μΈνΈ
- νμ λ Έλ μΆμ²: μ¬λ¦¬μ€(Seamless) ν μ€μ², μΌκ΄λ μΊλ¦ν° μμ±μ μν IPAdapter.
- μ λν° μ°λ: API λͺ¨λλ₯Ό ν΅ν΄ μ λν° μλν°μμ λ°λ‘ μ΄λ―Έμ§ μμ± μμ².
π μ€ν¬ λ΄μ© (볡μ¬ν΄μ μ¬μ©νμΈμ)
# ComfyUI for Game Development
This skill provides expertise in using ComfyUI to generate game assets (textures, icons, sprites) and integrating AI generation directly into Unity.
## Essential Custom Nodes
1. **ComfyUI-Seamless-Tiling**: Mandatory for generating tileable environment textures.
2. **IPAdapter**: Essential for consistent character style transfer.
3. **ControlNet**: Creating assets that match specific shapes or poses.
## Unity Integration Code (Simple Bridge)
```csharp
// Simple UnityWebRequest to ComfyUI API
IEnumerator PostRequest(string prompt)
{
string json = $"{{\"prompt\": {{ ... \"text\": \"{prompt}\" ... }} }}";
var request = new UnityWebRequest("http://127.0.0.1:8188/prompt", "POST");
// ... setup and send ...
}
---
## π― λ§λ¬΄λ¦¬
μ΄ μ€ν¬ νμΌλ€μ μ¬λ¬λΆμ AI μ΄μμ€ν΄νΈ μ€μ μ μΆκ°ν΄ 보μΈμ. λ¨μν μ½λ© κΈ°κ³μλ AIκ° **μ λν° μ λ¬Έ μλμ΄ ννΈλ**λ‘ λ³μ ν κ²μ
λλ€!'AI > Etc' μΉ΄ν κ³ λ¦¬μ λ€λ₯Έ κΈ
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