Research and adapt Unity features for this IA-first 2D engine. Use whenever the prompt contains the word "Unity", even if the request is brief or ambiguous. Also use when a prompt asks to add a Unity feature, characteristic, mechanic, component, system, API, workflow, or behavior, including prompts in Spanish such as "caracteristica de Unity", "mecanica de Unity", "componente de Unity", or "hazlo como en Unity". Also trigger on terms such as GameObject, MonoBehaviour, prefab, scene, animation state machine, collider, rigidbody, trigger, camera, input, tilemap, ScriptableObject, or "make it work like Unity". Search the web before implementing, understand how the Unity feature behaves, and translate it into explicit, serializable, AI-friendly engine structures instead of copying Unity's hidden magic.
Research the referenced Unity feature first, then implement the same gameplay intent using this engine's explicit ECS, JSON, event, and API patterns.
engine/components/ for serializable state.engine/systems/ for frame processing.engine/events/ or rules for event-driven behavior.engine/scenes/, levels/*.json, and API surface for authoring.ScriptBehaviour only when a reusable engine primitive is not justified.Translate Unity requests into the closest engine primitives:
GameObject -> entity in World or scene JSON entity entry.Transform -> Transform component.MonoBehaviour -> ScriptBehaviour or a new explicit engine system when the behavior is core.Prefab -> reusable serialized scene/entity pattern, not opaque runtime cloning magic.Scene -> engine/scenes/ plus level JSON.Collider / Trigger / Rigidbody -> collider, collision, and rigidbody components/systems.public_data.If a Unity feature does not map cleanly, introduce a minimal engine-native abstraction and explain why it is better for this IA-first architecture.
When using this skill, structure the work in this order:
Read references/unity-ai-friendly-rules.md when the requested Unity feature is large, ambiguous, or could be implemented in several ways.