claude

Community: Design & Art

Vetted community skills for game design and content: a five-part XR design reference (comfort, cybersickness, rendering, input, UX, frame budgets), game design document authoring, one-hour prototypes, playtesting, trailer review, and a Blender 5.2 game-asset pipeline (retopology, UVs, baking).

1 on GitHubby Community authors (curated by Navid Mirzaaghazadeh)v1.0.0MIT AND Apache-2.0updated 18 days agogame-development
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Plugin community-design-art from marketplace unity-meta-quest-skills in mirzaaghazadeh/unity-meta-quest-skills. Commands read from the repo's manifest — 18 days ago.

What it installs

Skills (82)

  • game-gdd-author

    Invoke for guided game design document authoring -- section-by-section GDD creation with validation, pillar alignment, and scope tier marking. Triggers on: "write GDD", "create GDD", "game design document", "document my game", "GDD authoring", "fill in GDD". Do NOT invoke for reviewing an existing G

  • game-playtest

    Invoke when the user wants to plan, execute, or analyze a structured playtest session with behavioral observation. Covers protocol design, observer guides, and data synthesis. Triggers on: "playtest", "player feedback", "usability test", "observation session", "playtest analysis". Do NOT invoke for

  • prototype-fast

    Build a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.

  • quest3-verify-first

    Verifies current Meta Quest 3, Horizon OS, Meta XR, OpenXR, Unity package, permission, and device claims against primary sources and the user's actual local project before code or configuration changes. Use for every Quest 3 Unity, MR, Movement SDK, MRUK, passthrough, hand tracking, body tracking, A

  • review-game-trailer

    Plan, audit, or revise an indie game's announcement, Steam, demo, launch, or short-form trailer using authentic gameplay, readable pacing, truthful feature evidence, competent play, and clean audio. Use for trailer-first vertical slices, shot lists, timecoded reviews, or edit decisions; do not use t

  • scenario-blender-expert

    Use when doing any 3D work in Blender through Python or an MCP bridge, headless or in a live session: modeling, sculpting a character or head, retopology, UV unwrapping, baking, texturing, rigging, animating, previs, geometry nodes, lighting and rendering, grease pencil, or finishing an AI-generated

  • scenario-blender-retopology

    Use when turning a dense sculpt, scan or AI-generated mesh into clean topology in Blender, for animation, subdivision or a game low poly with a triangle budget. Also when choosing between QuadriFlow or voxel remesh and manual retopo, placing loops around eyes, mouth and joints, deciding pole placeme

  • scenario-blender-uv-baking

    Use when UV unwrapping, placing seams, straightening or packing UVs, setting texel density, laying out UDIMs or mirrored UVs, or baking normal, AO, curvature, ID or displacement maps from a sculpt or high poly onto a low poly or retopo in Blender, including Multires bakes. Also when a bake has black

  • scenario-unity-expert

    Use when an agent drives Unity 6.3 (6000.3) on a Mac for any task: batch mode and -executeMethod jobs, a running editor (the user's GUI editor or a headless one), the Unity CLI and com.unity.pipeline, MCP servers, the Test Framework, command-line builds; when a batch run fails silently, 'Scripts hav

  • scenario-unity-mobile

    Use when a Unity 6.3 game targets Android or iOS: phone frame budget, overheating after 20 minutes, 'my game stutters on phones', ASTC or ETC2 textures, audio import, URP mobile settings, touch controls, on-screen joystick, UI under the notch or safe area, slow startup, ANRs, 'Android build fails',

  • scenario-unity-performance

    Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer

  • scenario-unity-pipeline-automation

    Use when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing scenes from script with correct Undo and SetDirty, Addressables groups, labels and content builds, content-validation tests,

  • scenario-unity-shaders

    Use when a Unity 6.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect on Render Graph, compute shaders, shader variants, keywords, stripping, Shader Build Settings, PSO warm-up, or shader cost

  • submit-game-version

    Build the ArcadeHoopsMR Unity project in release mode and submit it to the Meta Horizon Store. Use when the user says "Build & submit new game version", "submit a new game version", "build and submit", "release a new version", or similar release requests.

  • test-designing-guide

    Provides test design methodology for Unity projects. Use this skill whenever designing test cases from requirements or specifications, including selecting test techniques, deriving test cases, and formatting them. Even for small features, load this skill to ensure test design rigor. author: Koji Has

  • unity-multiplayer

    Unity 6 multiplayer and networking guide. Use when building multiplayer games, working with Netcode for GameObjects, NetworkManager, NetworkObject, NetworkBehaviour, RPCs (ServerRpc, ClientRpc), NetworkVariables, or Unity multiplayer services (Relay, Lobby). Covers client-server architecture, state

  • unity-xr-mr-ui-director

    Designs, implements, and reviews Unity 3D spatial UI for Meta Quest 3 mixed-reality projects. Use for MR menus, world-space canvases, hand or controller interaction, room-aware placement, Figma-to-Unity UI work, accessibility, and Quest 3 on-device UI validation.

  • unity-xr

    Unity 6 XR development guide. Use when building VR, AR, or MR experiences. Covers XR Interaction Toolkit, XR Plug-in Management, OpenXR, hand tracking, controllers, haptics, AR Foundation (plane detection, anchors, image tracking), and platform-specific setup (Meta Quest, Apple Vision Pro). Based on

  • xr-perceptual-constraints-displays-and-tracking

    Use when reasoning about why an XR experience feels wrong: motion-to-photon latency and its budget, cybersickness and what actually causes it, the vergence-accommodation conflict, and presence; displays and optics including panels, lenses, field of view and distortion correction; and tracking — insi

  • xr-platforms-audio-and-comfort

    Use when targeting real devices and real users: platforms and APIs including OpenXR and WebXR and the engine integrations, spatial audio with HRTFs, room modelling and why audio carries more presence than expected, and comfort, safety and accessibility including guardian systems, session length, and

  • xr-reference

    Use when checking an XR anti-pattern, looking up a latency, frame rate, field-of-view or resolution number, checking the platform landscape (the three-platform picture and the OpenXR and WebXR position, verified August 2026), finding resources, or needing a picker and a ship checklist. Companion to

  • xr-rendering-input-and-spatial-understanding

    Use when building the core loop: stereo rendering, reprojection as the safety net, foveated rendering and the rest of the XR-specific frame budget; input and interaction including controllers, hand tracking, gorilla arm and interaction ergonomics, and locomotion as the highest-risk design decision;

  • xr-ux-design-and-performance-budgeting

    Use when designing the experience and making it hold frame rate: UX design for 3D including affordances, depth cues, text legibility, comfortable placement zones and the conventions users already expect, and performance budgeting — the frame budget, draw calls, fill rate, and the profiling method fo

  • horizon-launch-roadmap

    Plan and sequence a Unity Meta Quest game launch on the Meta Horizon Store: which skill to use at each phase, the irreversible decisions (package name, signing key, Early Access, pre-order and Coming Soon windows, Data Use Checkup auto-approval, Meta VR Glasses input and targeting), and a dated time

  • horizon-store-listing-assets

    Prepare and validate a Meta Horizon Store product listing for a Quest game: exact art specs (covers, Hero, Logo, Icon, Spatialized tile, screenshots, trailer, 360 preview), asset VRCs, metadata limits, specs (play area, input, comfort), age group and IARC rating, privacy policy and Data Use Checkup,

  • horizon-store-publish-unity

    Ship a Unity Meta Quest game build to the Meta Horizon Store: one-time Developer Dashboard setup (org verification, app record, App ID and credentials, Developer Distribution Agreement), Unity release-APK settings (IL2CPP, ARM64, target API 34, keystore signing, Bundle Version Code bump), a headless

  • horizon-vrc-checklist

    Pre-submission audit of a Unity Meta Quest game against Meta's current Virtual Reality Checks (VRCs) for the Horizon Store, by VRC ID (VRC.Quest.Packaging/Performance/Functional/Security/Tracking/Input/Asset/ Privacy, VRC.Content, VRC.Publishing). Covers what to check in Unity code and settings, how

  • meta-vr-glasses-unity

    Makes a Unity Meta Quest app ready for Meta VR Glasses (announced at Meta Connect 2026, ships spring 2027, same Horizon OS, Store and v207 SDKs): a headless read-only readiness scan, Meta's Device Readiness Check, the controller-to-eyes-and-hands migration with Interaction SDK gaze (look and pinch),

  • meta-xr-operator-unity

    Sets up and uses Meta XR Operator (experimental, Meta XR Core SDK v207+), the OpenXR API layer that runs an MCP server inside a running Unity XR app so Claude Code can read session, pose and scene state, drive controllers, hands and gaze-and-pinch, capture composited screenshots and call app-specifi

  • quest-asset-sourcing

    Finds, downloads and licenses free art for a Quest game in Unity: CC0 models, characters, animations and textures from Kenney, Quaternius and Poly Haven, which download routes can be scripted (direct zips, OpenGameArt mirrors, the Poly Haven API) and which need the user (itch.io, Google Drive when i

  • quest-dev-workflow

    Start-here map for making a Meta Quest VR game in Unity with Claude Code and shipping it on the Meta Horizon Store, for Quest 3/3S and the upcoming Meta VR Glasses (eyes-and-hands input, v207 SDKs). Gives the end-to-end order (verify, set up, build the game, test on the headset or simulator, release

  • quest-level-blockout

    Blocks out a Quest level from a data file and reviews it without a headset: every layout value in one JSON file, a validator that measures jump gaps, height steps and landing widths and refuses to build when a value breaks the design rules, an Editor generator that rebuilds the scene from the data (

  • quest-unity-project-settings

    Recommended Unity settings for Meta Quest performance and Horizon Store compatibility, each checked against Meta's docs: Unity version floor for Meta XR SDK v207, Unity OpenXR plugin (Oculus XR plugin deprecated), Meta XR feature group, Project Setup Tool, IL2CPP/ARM64/API levels, Vulkan, ASTC, MSAA

  • unity-quest-android-build

    Builds Meta Quest (Horizon OS) Android APKs from a Unity project with the unity CLI, as development or release builds, for Quest and Meta VR Glasses. Offers three routes (a Meta Quest build profile with no code, a BuildPipeline script through --execute-method, or a build inside the open Editor), plu

  • unity-quest-dev-setup

    Prepares a machine and a Unity project for Meta Quest and Meta VR Glasses development with the unity CLI. Checks or installs the CLI (with consent), installs a Unity 6 Editor (6000.0.66f2+ for Meta XR SDK v207) with Android Build Support, SDK/NDK and OpenJDK, signs in and activates a license, adds t

  • unity-test-runner-cli

    Sets up, runs and reads Unity Test Framework tests (EditMode and PlayMode) for a Unity or Meta Quest project from the command line. Covers test assembly (.asmdef) layout, `unity test` in batch and CI, `test run` (Pipeline 0.9; `run_tests` in 0.8) against a live Editor, PlayMode runs on a Quest playe

  • hz-api-upgrade

    Upgrades Meta VR apps to newer Horizon OS SDK versions — migration guides, deprecated API replacements, changelog. Use when updating SDK versions or fixing deprecated API warnings. Build paths: all Meta VR app stacks; use hz-quest-verify-first if the build path is unclear.

  • hz-immersive-designer

    Guides design of comfortable, intuitive VR/MR experiences for Meta VR and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility. Use during UX design review or when evaluating comfort and accessibility. Build paths: Meta Spatial SDK, Unity, Unreal, native OpenXR, and W

  • hz-new-project-creation

    Scaffolds new Meta VR and Horizon OS projects after the build path is selected — Standard Android, Meta Spatial SDK, Unity, Unreal, or WebXR. Use when creating a new Meta VR app from scratch. Build paths: all; use hz-quest-verify-first to choose the path.

  • hz-perfetto-debug

    Analyzes Meta VR and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis. Use when profiling frame drops, jank, or thermal issues on Meta VR devices. Build paths: all Meta VR app stacks; use hz-quest-verify-first if the build path is unclear.

  • hz-quest-verify-first

    MANDATORY pre-flight check before answering any question or writing any code related to Meta Quest VR headsets (Quest 2, Quest 3, Quest 3S, Quest Pro) or apps that target them. Forces verification against authoritative Meta sources via the metavr CLI / metavr MCP tools BEFORE relying on training-dat

  • hz-simpleperf-debug

    Profiles Meta VR and Horizon OS application CPU performance using simpleperf — workload classification, CPU hotspot recording, kernel overhead measurement. Use when diagnosing whether an app is CPU-bound, memory-bound, or I/O-bound on Meta VR devices. Build paths: all Meta VR app stacks; use hz-ques

  • hz-store-submit

    Guides end-to-end Meta VR and Horizon OS app submission to the Meta Horizon Store — build validation, store-readiness checks, asset preparation, upload, and submission tracking. Use when preparing a Meta VR app for store publishing. Build paths: all Meta VR app stacks; use hz-quest-verify-first if t

  • hz-unity-code-review

    Reviews Unity code targeting Meta VR and Horizon OS for performance issues, rendering best practices, and common VR pitfalls. Use during code review or when diagnosing Meta VR performance problems in Unity projects.

  • hz-unity-device-readiness

    Audits a Unity project for Meta VR Glasses readiness across input and field of view — finds controller-dependent interactions such as OVRInput usage, recommends hand-tracking and ISDK controller-to-hands migrations, produces a prioritized migration plan, and detects head-locked UI that a narrower Fo

  • hz-unity-face-tracking

    Drive ARKit-blendshape-rigged head/face models in Unity with the wearer's facial expressions on Meta VR via Meta Movement SDK (face tracking + A2E). Use when a user has an FBX with the 52 ARKit blendshapes (any prefix, _L/_R suffixes) and wants it to animate from face tracking on Quest Pro / Quest 3

  • hz-unity-fbx-import

    Ensures complete FBX URLs or absolute paths are used when importing external 3D models into Unity projects targeting Meta VR and Horizon OS. Use when adding FBX files, 3D models, or external assets.

  • hz-unity-meta-core-sdk

    Meta XR Core SDK (com.meta.xr.sdk.core) for Unity XR development. Use when setting up VR/MR projects, configuring OVRManager, adding OVRCameraRig, enabling passthrough, hand tracking, spatial anchors, boundaryless mode, controller input, Scene API, or any Meta VR feature. Covers OVRProjectSetup, And

  • hz-unity-meta-interaction-sdk

    Meta XR Interaction SDK (com.meta.xr.sdk.interaction.ovr) in Unity. Use when adding ANY interaction to a Meta VR or Horizon OS scene - grab (hand, distance, ray, touch), poke, teleport/locomotion, gaze, interactable UI canvases - when making an object grabbable, adding interactors to hands or contro

  • hz-unity-meta-mixed-reality-utility-kit

    Meta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development. Use when working with Scene API data (rooms, walls, floors, furniture), spawning prefabs on scene anchors, placing virtual objects in the real world, world locking to prevent anchor drift, raycasting agains

  • hz-unity-meta-movement-sdk-retargeting

    Set up and tweak Meta Movement SDK (MSDK) retargeting for a character model. Use this whenever the user wants to retarget a humanoid FBX/prefab for Meta VR body tracking, generate a retargeting config, or hand-edit the resulting `<asset>.json` (fix known-joint mappings, exclude joints from auto-mapp

  • hz-unity-meta-quest-ui

    Configures Unity UI for Meta VR and Horizon OS VR development — world-space canvases, TextMesh Pro setup, comfortable sizing, viewing distances, and interaction readiness.

  • hz-unity-passthrough-camera-access

    Meta Quest Passthrough Camera Access (PCA) for Unity — access the forward-facing RGB cameras on Quest 3 / Quest 3S to feed Computer Vision and Machine Learning pipelines. Use when capturing the passthrough camera image/texture, reading the camera pose and intrinsics, projecting camera pixels into wo

  • hz-unity-placement

    Ensures accurate object placement in Unity projects targeting Meta VR and Horizon OS by using Renderer and Collider bounds when objects are added, moved, or positioned relative to other objects.

  • hz-unity-platform-sdk

    Guides integration of the Horizon Platform SDK for Meta VR and Horizon OS Unity/C# apps — achievements, IAP, users, leaderboards, challenges, presence, notifications, abuse reporting, entitlements, asset files, application lifecycle, consent, device integrity, language packs, user age categories, an

  • hz-unity-project-analyzer

    Analyzes, documents, and maintains a living `.agent-docs/` knowledge base for Unity projects targeting Meta VR and Horizon OS. Use when the user asks to scan project structure, explain how a Unity system works, or update project docs after structural changes.

  • hz-unity-sdk-upgrade

    Upgrades Unity projects between Meta XR SDK versions for Meta VR and Horizon OS. Use when moving from Oculus Integration or older com.meta.xr packages, resolving post-upgrade compile errors, or validating runtime behavior. Grounds migration decisions in current metavr documentation results and recor

  • hz-unity-tmp-resources

    Imports and configures TextMesh Pro Essential Resources for Unity projects targeting Meta VR and Horizon OS. Use when setting up TMP UI, fixing missing TMP materials or fonts, or resolving pink/magenta TMP text.

  • hz-vr-debug

    Debugs Meta VR and Horizon OS VR, MR, and Android applications using the metavr CLI — view logs, capture screenshots, and diagnose common issues. Use when troubleshooting crashes, errors, or unexpected behavior on Meta VR devices. Build paths: All; use hz-quest-verify-first if the path is unclear.

  • hz-xr-simulator-control

    Routes Meta VR and Horizon OS simulator work to the right `metavr` command group, and drives a running Meta XR Simulator via `metavr xrsim` — runtime, device, input, compositor layers and MP4 recording. Use when a goal concerns a simulated headset rather than a physical one, when choosing between `x

  • hz-xr-simulator-install-and-configure

    Installs and configures the Meta XR Simulator for testing Meta VR and Horizon OS apps without a physical device. Use when installing the simulator or integrating it with Unity, Unreal, or native OpenXR projects. For controlling a running simulator, use hz-xr-simulator-control. Build paths: Unity, Un

  • metavr-cli

    Provides the complete metavr (Meta VR CLI) reference for Meta VR and Horizon OS development — installation, device setup, command discovery, MCP server mode, documentation search, app deployment, device testing setup, audio control, screenshots, and performance analysis. Use when the user needs to i

  • audio-setup-mixers

    Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in.

  • generate-editor-search-query

    Generates Unity Search queries and opens the Search window to find assets or scene objects. Use when the user asks to find, filter, or list assets, GameObjects, components, or references in the Editor, not on disk.

  • initialize-ai-navigation

    Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance.

  • localization

    Sets up and configures Unity Localization, including locales, String and Asset Tables, and CJK fonts. Use when the user asks to add languages, translate UI text, or mentions i18n or multilingual support.

  • migrate-birp-to-urp

    Plans, executes, and troubleshoots migration from the Built-in Render Pipeline to URP. Use when asked to convert a project, scene, material, or shader to URP, or to fix visuals broken by the change.

  • optimize-audio

    Optimizes audio memory, CPU cost, and playback quality through import settings and mixer configuration. Use when asked to reduce audio memory or Audio Mixer CPU cost, change clip Load Types, sample rates or codecs, or force 3D audio to mono.

  • optimize-text-mesh-pro

    Optimizes TextMeshPro rendering, memory, and font setup, including font asset stacks, fallback atlases, SDF quality, and worldspace text. Use when the user asks about TMP fonts, CJK or multilingual text, or text performance.

  • physics-3d-collision

    Diagnoses 3D PhysX collision and trigger problems. Use when OnCollisionEnter or OnTriggerEnter doesn't fire, objects pass through each other, raycasts miss, or a MeshCollider misbehaves. Also answers 2D and DOTS physics best-effort if no dedicated skill is available.

  • project-auditor-fixes

    Instructions for how to use Project Auditor to find and fix a list of issues.

  • setup-multiplayer-services

    Guides real-time online multiplayer with Unity Multiplayer Services. Use when the user asks about network topology, hosting, matchmaking, or session-based play such as rooms, parties, and lobbies, not backend features.

  • setup-vivox-voice-chat

    Adds and configures in-game voice and text chat with Unity Vivox. Use when the user asks about voice chat, microphone permissions, mute controls, proximity voice, team and lobby channels, or direct messages.

  • shader-graph-create-custom-node

    Generates custom Shader Graph nodes from HLSL code. Use when the user wants a new Shader Graph node or to make existing HLSL work as a reflected function node.

  • ui-ugui

    Understands, edits, and generates Unity uGUI Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or prefab UI files.

  • ui-uitk

    Understands, edits, and generates Unity UI Toolkit UXML and USS with flex layouts. Use for requests involving UI Toolkit, UIElements, UIDocument, PanelSettings, custom elements, or UI runtime binding.

  • ui

    Routes Unity UI requests to the right framework skill (UI Toolkit, uGUI, or IMGUI) and answers UI comparison questions. Use for menus, HUDs, panels, or editor UI when the request doesn't name a framework. Consult before writing any UI code.

  • unity-cli

    Controls the Unity Editor and projects from the command line, driving a running Editor to edit scenes and assets or run C#. Use when asked to install or manage Editors, licenses, or projects, set up version control, build, test, configure the Unity MCP server, or run any unity command.

  • unity-package-management

    Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor. Use for headless or CI package installs, verifying package IDs and versions, or choosing which packages a game needs. The Unity CLI doesn't manage packages.

  • unity-pipeline

    Drives a running Unity Editor or dev Player through the unity-pipeline package — recompile, run tests, run C# scripts, method-reload code at runtime and audit the project. Use when an agent must control a live Unity instance or automate its tests.

  • urp-postprocessing
  • validate-urp-render-graph-renderer-feature
View source on GitHub

More from mirzaaghazadeh/unity-meta-quest-skills

All 5 plugins →

Vetted community skills for Unity XR work: XR Interaction Toolkit and OpenXR, Netcode multiplayer, a Unity 6.3 agent protocol with mobile-GPU, performance, stereo-correct shader and pipeline-automation specialists, test design, Quest 3 mixed-reality UI direction, and a build-and-upload example.

82 skills

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The rest of Meta's official Unity skills plus Meta XR Operator setup: Mixed Reality Utility Kit, passthrough camera access, face and body tracking, object placement, FBX import, TextMesh Pro setup, project analyzer, Meta XR Operator (agent control of a running XR app, with safety rules), SDK and API upgrades, simpleperf CPU profiling, Meta XR Simulator and Meta's store-submission walkthrough.

82 skills

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Start here. The full path from an empty Unity project to a Horizon Store submission: workflow router, verify-first guardrail, Unity CLI and live Editor control, metavr, Quest setup and settings, Meta VR Glasses readiness (porting guide, readiness scanner, Meta's Device Readiness Check), Meta XR Core and Interaction SDKs, free CC0 art sourcing, data-driven level blockout with headless screenshots and Quest 3 eye views, VR UI, comfort design, code review, tests, headset debugging, Perfetto, release builds, VRC audit, store listing, upload and launch planning.

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More of Unity's official skills for a Quest game: uGUI and UI Toolkit, TextMesh Pro optimisation, audio mixers and audio cost, 3D physics, NavMesh, URP post-processing and Render Graph, Shader Graph nodes, Built-in to URP migration, Project Auditor, multiplayer services, Vivox voice chat, localization and Unity Search.

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