claude

spacegame-persistence

Make something survive save/quit/load in the SpaceGame Unity project — savers and adapters, identity-keyed world records, runtime-spawned entities, deferred cross-object references, and how to prove a round trip. Part of the four spacegame-* plugins, which cross-reference each other; install them together.

0 on GitHubby Ferdinandv1.0.0updated 2 months agogamedev
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Plugin spacegame-persistence from marketplace ferdinand-skills in ffremming/claude-skills. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (1)

  • spacegame-persistence

    Use when something must survive save/quit/load in SpaceGame — state resets to prefab defaults after loading a world, a creature or vehicle reappears at its authored position, a runtime-spawned object is missing on load with "No prefab registered for id", an entity duplicates on every reload, a saver

View source on GitHub

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Create production-ready Blender models as .blend files in a shared model library, decomposed into reusable components with varied non-primitive geometry and a shared material palette.

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Iteratively find visual reference images on the user's personal Pinterest account via Chrome, refining the search with the user's feedback until the references match what they have in mind, then save the confirmed set to a board on their profile. Use when the user asks for a reference, visual reference, mood/inspiration image, or "what does X look like" for a design, model, scene, or prop.

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Add or change a creature, NPC, enemy, turret or mount in the SpaceGame Unity project — the module-composed AgentController stack, factions and targeting, perception, and the animator contract that stops feet skating. Part of the four spacegame-* plugins, which cross-reference each other; install them together.

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Add or fix a usable item in the SpaceGame Unity project — artifacts, gadgets, spells, scanners, throwables and deployables: UsableItem subclasses, the InventoryItem asset, the prefab that is held item and world pickup at once, and network-prefab registration. Part of the four spacegame-* plugins, which cross-reference each other; install them together.

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Wire a system up for multiplayer in the SpaceGame Unity project — the NetMessaging channel, network prefab registration, ownership versus server authority, and proving behaviour on a real client instead of a host. Part of the four spacegame-* plugins, which cross-reference each other; install them together.

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Development work in a Unity project — C# gameplay code, scenes, prefabs, model imports, and the Unity MCP connection.

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