frankxai/awesome-gamification-agent-skills · Archived

unity-progression-system

Design Unity-compatible progression, skill tree, ability, achievement, leaderboard, reward, and data-driven gameplay systems from Markdown/YAML source. Use when building Unity skill systems, ScriptableObject adapters, game progression prototypes, or engine-ready mastery specs.

First seen Jun 29, 2026

Installation

$ npx skills add frankxai/awesome-gamification-agent-skills --skill unity-progression-system

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
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GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

License LICENSE
Default branch main
Open issues 0
Status Archived

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 1,652 B
  • docs SUMMARY.md 309 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 1 installs

SKILL.md

Unity Progression System

Use this skill to map Markdown-first progression specs into Unity implementation plans.

Workflow

  1. Identify the source Markdown artifacts: tracks, nodes, trials, rewards, loadouts.
  2. Separate static design data from mutable runtime state.
  3. Map static data to ScriptableObject definitions.
  4. Map runtime progress to save data, backend state, or an append-only ledger.
  5. Define validation rules for graph integrity.
  6. Define UI states for locked, available, in-progress, complete, failed, and mastered.
  7. Define telemetry events before implementation.

Unity Mapping

Concept Unity artifact
Track SkillTrackDefinition : ScriptableObject
Node SkillNodeDefinition : ScriptableObject
Trial TrialDefinition : ScriptableObject
Reward RewardDefinition : ScriptableObject
Progress save data or backend record
Event analytics or JSONL ledger

Quality Gates

  • Do not store mutable player progress in ScriptableObjects.
  • Detect circular dependencies.
  • Detect unreachable nodes.
  • Keep reward effects testable.
  • Keep designer-editable data separate from behavior code.

Output Shape

  • Unity data model.
  • ScriptableObject class list.
  • Runtime state model.
  • Validation checklist.
  • Example Markdown-to-Unity mapping.