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Claude-Code-Game-Studios/docs/engine-reference/unity/PLUGINS.md
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DonchitosandClaude Opus 5 d05699707f Release 1.1.0 — one config file, and a process weight you choose
`project.yaml` at the repo root is now the single source of truth for a
project's configuration, replacing `production/stage.txt`,
`production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all
three still read as a fallback; nothing is force-deleted).

**`modes.rigor` — one question instead of six.** `minimal`, `standard` or
`full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`,
`modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to
`minimal`, which is a change from 1.0's behaviour: the heavier tier was
measured costing several times more to reach working code without producing a
better result, and returning nothing when a fresh developer inherited the
project. Pin `modes.rigor: standard` to keep 1.0's process level.

Also in this release:

- `/settings` to view or change any setting, and `project.local.yaml` for
  per-developer preferences that should not be committed.
- `system_overrides` to hold one system to a higher standard than the rest of
  the project, and `testing.strict` to set per test type whether missing
  evidence blocks a story or warns.
- A story that changes anything the player sees is not closed until the game
  has been launched, observed, and a screenshot retained in
  `production/qa/evidence/`. A parse check is not a run. This holds at every
  rigor level, including `minimal`, where automated tests are waived but the
  look is not.
- The code root is engine-specific and enforced as such: Godot `src/`, Unity
  `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a
  project laid out any other way.
- Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh`
  converts a 1.0 layout, non-destructively by default, with a report to review
  before `--finalize` deletes anything.
- Ask-before-write holds regardless of personal automation settings.

Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes:
CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
2026-09-23 12:25:11 +10:00

8.5 KiB

Unity 6.3 LTS — Optional Packages & Systems

Last verified: 2026-02-13

This document indexes optional packages and systems available in Unity 6.3 LTS. These are NOT part of the core engine but are commonly used for specific game types.


How to Use This Guide

✅ Detailed Documentation Available - See plugins/ directory for comprehensive guides 🟡 Brief Overview Only - Links to official docs, use WebSearch for details ⚠️ Preview - May have breaking changes in future versions 📦 Package Required - Install via Package Manager


Production-Ready Packages (Detailed Docs Available)

✅ Cinemachine


✅ Addressables


✅ DOTS / Entities (ECS)


Other Production-Ready Packages (Brief Overview)

🟡 Input System (Already Covered)


🟡 UI Toolkit (Already Covered)


🟡 Visual Effect Graph (VFX Graph)


🟡 Shader Graph


🟡 Timeline


🟡 Animation Rigging


🟡 ProBuilder


🟡 Netcode for GameObjects


🟡 Burst Compiler


🟡 Jobs System


🟡 Mathematics


🟡 ML-Agents (Machine Learning)


🟡 Recorder


Preview/Experimental Packages (Use with Caution)

⚠️ Splines


⚠️ Muse (AI Assistant)

  • Purpose: AI-powered asset creation (textures, sprites, animations)
  • Status: Preview (Unity 6)
  • Package: com.unity.muse.*
  • Official: https://unity.com/products/muse

⚠️ Sentis (Neural Network Inference)


Deprecated Packages (Avoid for New Projects)

❌ UGUI (Canvas UI)

  • Deprecated: Still supported, but UI Toolkit recommended
  • Use Instead: UI Toolkit

❌ Legacy Particle System

  • Deprecated: Use Visual Effect Graph (VFX Graph)
  • Use Instead: VFX Graph

❌ Legacy Animation

  • Deprecated: Use Animator (Mecanim)
  • Use Instead: Animator Controller

On-Demand WebSearch Strategy

For packages NOT listed above, use the following approach when users ask:

  1. WebSearch for latest documentation: "Unity 6.3 [package name]"
  2. Verify if package is:
    • Post-cutoff (beyond May 2025 training data)
    • Preview vs Production-Ready
    • Still supported in Unity 6.3 LTS
  3. Optionally cache findings in plugins/[package-name].md for future reference

Quick Decision Guide

I need virtual cameras → Cinemachine I need async asset loading / DLC → Addressables I need 1000s of entities (RTS, sim) → DOTS/Entities I need modern input → Input System (see modules/input.md) I need GPU particles → Visual Effect Graph I need visual shaders → Shader Graph I need cinematics → Timeline I need runtime IK → Animation Rigging I need level prototyping → ProBuilder I need multiplayer → Netcode for GameObjects


Last Updated: 2026-02-13 Engine Version: Unity 6.3 LTS LLM Knowledge Cutoff: May 2025