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skills/unity-feature-implementation/specializations/gameplay.md
1.29 KB · Oct 2, 2026 · 00:29 UTC
# Gameplay Specialization ## Use when Use for movement, combat, abilities, interactions, scoring, game rules, state machines, inventory behavior, quests, enemies, and player-facing mechanics. ## Inspect first - current gameplay owner - movement or combat controller - state machine - input abstraction - configuration pattern - animation and VFX hooks - networking authority - save implications - existing tests ## Design decisions Determine: - authoritative state owner - activation conditions - cancellation conditions - cooldowns and timing - failure behavior - data versus runtime state - interaction with pause - interaction with death or disable - multiplayer replication - presentation feedback ## Implementation rules - Keep rules separate from presentation when practical. - Do not replace the existing controller for a small feature. - Reuse current state and ability systems. - Avoid duplicating authoritative state. - Keep ability activation and completion explicit. - Make repeated activation behavior clear. - Reset pooled or respawned state correctly. - Expose configuration through established project patterns. ## Validation - expected activation - blocked activation - repeated activation - cancellation - scene reload - death or disable - multiplayer ownership when relevant - Play Mode behavior
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