serialization-review
Review JSON serialization for scenes, prefabs, and components. Use when: (1) implementing serializable components, (2) debugging save/load failures, (3) adding asset types, (4) reviewing serialization code, (5)...
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Review JSON serialization for scenes, prefabs, and components. Use when: (1) implementing serializable components, (2) debugging save/load failures, (3) adding asset types, (4) reviewing serialization code, (5)...
Create ECS component editors using IComponentEditor interface, ComponentEditorRegistry.DrawComponent wrapper, VectorPanel for vectors, and UIPropertyRenderer for simple properties. Covers registration in DI con...
Validates platform abstraction compliance - ensures rendering code uses IRendererAPI interfaces, no direct OpenGL in engine core, proper namespace isolation. Reviews graphics features and guides alternative bac...
Guide proper usage of Editor UI infrastructure including Drawers (ButtonDrawer, ModalDrawer, TableDrawer, etc.), Elements (drag-drop targets, ComponentSelector), FieldEditors, and EditorUIConstants. Use when im...
Step-by-step workflow for creating new editor panels including interface design, DI registration, EditorLayer integration, and menu bar setup. Focuses on panel architecture and lifecycle, not UI component APIs.
Guide the creation of new ECS components following established architectural patterns including component class creation, JSON serialization support, editor UI implementation, dependency injection registration,...
Analyze Entity Component System implementations for performance bottlenecks including entity iteration efficiency, system priority ordering, memory allocation patterns in hot paths (OnUpdate, rendering loops),...
Comprehensive guide for using Editor UI Drawers (ButtonDrawer, ModalDrawer, TableDrawer, TreeDrawer, LayoutDrawer, TextDrawer, DragDropDrawer). Use when implementing any UI in editor panels to ensure consistenc...
Audit resource management including IDisposable pattern implementation, proper cleanup of OpenGL resources (buffers, textures, shaders, framebuffers), memory leak detection, resource lifetime management, and GP...
Review code for proper DI patterns using DryIoc. Ensures no static singletons, validates constructor injection and service lifetimes. Use when reviewing code, refactoring static access, or debugging DI issues.
Implement IFieldEditor interface for custom type rendering in script inspector. Covers reflection-based field editing, FieldEditorRegistry registration, boxing/unboxing patterns, and extending the field editor...
Le classement utilise les étoiles du dépôt GitHub indexé. Plusieurs skills peuvent partager ce nombre : ce n’est ni un nombre d’installations ni une note de qualité.