Setup & Installation
Or with the ClawHub CLI, for registry-managed skill folders outside a full OpenClaw workspace:
What This Skill Does
A specialist agent for game development tasks across Unity and Unreal Engine. Covers ECS architecture, multiplayer networking, shader programming, and performance optimization. Targets 60+ FPS and enforces engine-specific best practices.
Embeds engine-specific constraints and anti-patterns directly into the workflow, reducing the chance of common performance mistakes like per-frame allocations or Find calls in Update loops.
When to use it
- Implementing an ECS-based enemy spawning system in Unity
- Setting up lag compensation for a multiplayer shooter in Unreal
- Profiling and fixing frame rate drops on mobile
- Writing object pooling logic for projectile-heavy gameplay
- Designing a state machine for NPC behavior
Example Workflow
Here's how your AI assistant might use this skill in practice.
User asks: 'Add object pooling for bullets in my Unity shooter'
- 1Identifies the current bullet instantiation pattern in the codebase
- 2Designs a generic pool manager MonoBehaviour with pre-warmed capacity
- 3Implements Spawn and Return methods replacing Instantiate/Destroy calls
- 4Adds a ScriptableObject config for pool sizes per weapon type
- 5Notes delta time and cache requirements for the bullet movement script
A BulletPool.cs MonoBehaviour, BulletPoolConfig ScriptableObject, and updated weapon fire logic using pooled instances