Unity Workflow LibraryUWLAbout

Unlisted · not indexed

Topic review

The full numbered structure: 15 topics, 66 workflows. Comment by number, for example T6.2.

T1 Project setup

7 workflows · tier 1

Scan an empty folder, confirm how the project starts, clear the legal risks, design the systems, and keep pipeline and pitfall records from day one.

  1. T1.1 Start a project: scan, confirm, ask
  2. T1.2 Legality & liability: IP, AI use, names, store rules
  3. T1.3 System design before code
  4. T1.4 Recording a content pipeline
  5. T1.5 Pitfalls: import pipelines & evidence
  6. T1.6 Keeping a project pitfall file
  7. T1.7 Customize the rules: locked vs your choice

T2 Scene flow

2 workflows · tier 2

Boot, load, swap and tear down scenes, with readiness gates that cannot open before the content is really there.

  1. T2.1 App & scene flow, lifecycle guards
  2. T2.2 Pitfalls: gameplay logic & readiness gates

T3 Unity programming

6 workflows · tier 2

C# standards, object lifetimes, serialized assets, input gating, editor tools and pathfinding for MonoBehaviour code.

  1. T3.1 C# style & conventions
  2. T3.2 Runtime references & object lifecycle
  3. T3.3 Assets & serialization
  4. T3.4 Input, touch & pointer gating
  5. T3.5 Editor tooling
  6. T3.6 Game AI: pathfinding & steering

T4 Verify & test

4 workflows · tier 2

Prove a change compiles in the right assemblies and behaves in live play driven through Unity MCP.

  1. T4.1 Agent compile check
  2. T4.2 Compilation & assembly membership
  3. T4.3 Unity MCP tooling options
  4. T4.4 Live play testing via Unity MCP

T5 DOTS

5 workflows · tier 2

What Entities, Burst and Jobs each do, then the ECS rules, simulation patterns and skinned animation for entities.

  1. T5.1 The DOTS stack: Entities, Burst, Jobs and the packages around them
  2. T5.2 ECS core mechanics
  3. T5.3 Gameplay simulation patterns (DOTS)
  4. T5.4 Latios, Kinemation & skinned animation
  5. T5.5 Pitfalls: DOTS, SubScenes & Burst

T6 Networking

7 workflows · tier 2

Choose a netcode stack by game size, connect players through Unity Multiplayer Services, and apply the NGO, Mirror and Netcode for Entities rules.

  1. T6.1 Networking stacks by game size: NGO, Netcode for Entities, Mirror, FishNet, Photon
  2. T6.2 Unity Multiplayer Services: Sessions, Relay, Lobby, Matchmaker and hosting
  3. T6.3 Choosing a netcode stack & Netcode for GameObjects
  4. T6.4 Mirror networking
  5. T6.5 DOTS NetCode: ghosts & prediction
  6. T6.6 DOTS NetCode at scale
  7. T6.7 Pitfalls: netcode & persistence

T7 UI

7 workflows · tier 2

Design screens that read well, then build them in UI Toolkit or uGUI and keep them working in portrait and landscape.

  1. T7.1 UI design: what a screen should look and read like
  2. T7.2 HTML/CSS mock to UI Toolkit
  3. T7.3 USS/UXML: differences from CSS
  4. T7.4 UI Toolkit runtime behaviour
  5. T7.5 UI across orientations
  6. T7.6 CSS mock to uGUI
  7. T7.7 Pitfalls: UI screens & modals

T8 Art & models

3 workflows · tier 2

Generate 3D models with AI, clean up the meshes, and drive Blender from an agent.

  1. T8.1 AI 3D model generation
  2. T8.2 AI mesh cleanup
  3. T8.3 Blender conventions & driving Blender from an agent

T9 Animation

2 workflows · tier 2

Build Mecanim controllers, layers and avatars that play correctly, locally and over the network.

  1. T9.1 Animation (Mecanim)
  2. T9.2 Pitfalls: animation & rigs

T10 Rendering & VFX

4 workflows · tier 2

Set up URP, keep shaders and captures honest, and build visual effects with or without AllIn1.

  1. T10.1 Rendering & URP
  2. T10.2 VFX
  3. T10.3 VFX with AllIn1
  4. T10.4 Pitfalls: rendering & captures

T11 Audio

8 workflows · tier 2

Choose an audio engine, import and mix clips from measurements, place sounds in 3D, budget voices, schedule music, and time cues to the picture.

  1. T11.1 Audio architecture and engine choice
  2. T11.2 Audio import settings and memory
  3. T11.3 Mixers, snapshots, ducking and loudness
  4. T11.4 Spatial and 3D audio
  5. T11.5 Voices, priorities and virtual voices
  6. T11.6 Music and adaptive audio
  7. T11.7 Timing cues to picture and gameplay
  8. T11.8 Mobile audio: session, mute and background

T12 Authored content

4 workflows · tier 2

Keep game data in assets a human can open and edit in the Editor: ScriptableObjects, prefabs, importers and baked output, checked by validators.

  1. T12.1 Authored over generated
  2. T12.2 Authored data assets
  3. T12.3 Importers and baking into editable assets
  4. T12.4 Validation and the authored-system checklist

T13 Performance

2 workflows · tier 2

Measure frame time and memory before changing anything, and audit how content is produced before it costs frames.

  1. T13.1 Performance & memory
  2. T13.2 Content production audit

T14 Shipping

3 workflows · tier 3

Build players for each platform, integrate Android vendor SDKs, and avoid the batchmode and automation traps.

  1. T14.1 Platform build pipeline
  2. T14.2 Android vendor SDK integration
  3. T14.3 Pitfalls: builds, editor automation & profiling

T15 Live services

2 workflows · tier 3

Run Unity Gaming Services in production, and compare PlayFab, Firebase, Epic Online Services and Nakama.

  1. T15.1 Unity Gaming Services ops
  2. T15.2 Other backend providers: PlayFab, Firebase, Epic Online Services, Nakama