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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
156 lines
4.3 KiB
Markdown
156 lines
4.3 KiB
Markdown
# Unity 6.3 LTS — Deprecated APIs
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**Last verified:** 2026-02-13
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Quick lookup table for deprecated APIs and their replacements.
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Format: **Don't use X** → **Use Y instead**
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---
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## Input
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| Deprecated | Replacement | Notes |
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|------------|-------------|-------|
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| `Input.GetKey()` | `Keyboard.current[Key.X].isPressed` | New Input System |
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| `Input.GetKeyDown()` | `Keyboard.current[Key.X].wasPressedThisFrame` | New Input System |
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| `Input.GetMouseButton()` | `Mouse.current.leftButton.isPressed` | New Input System |
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| `Input.GetAxis()` | `InputAction` callbacks | New Input System |
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| `Input.mousePosition` | `Mouse.current.position.ReadValue()` | New Input System |
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**Migration:** Install `com.unity.inputsystem` package.
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---
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## UI
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| Deprecated | Replacement | Notes |
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|------------|-------------|-------|
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| `Canvas` (UGUI) | `UIDocument` (UI Toolkit) | UI Toolkit is now production-ready |
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| `Text` component | `TextMeshPro` or UI Toolkit `Label` | Better rendering, fewer draw calls |
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| `Image` component | UI Toolkit `VisualElement` with background | More flexible styling |
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**Migration:** UGUI still works, but UI Toolkit is recommended for new projects.
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---
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## DOTS/Entities
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| Deprecated | Replacement | Notes |
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|------------|-------------|-------|
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| `ComponentSystem` | `ISystem` (unmanaged) | Entities 1.0+ complete rewrite |
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| `JobComponentSystem` | `ISystem` with `IJobEntity` | Burst-compatible |
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| `GameObjectEntity` | Pure ECS workflow | No GameObject conversion |
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| `EntityManager.CreateEntity()` (old signature) | `EntityManager.CreateEntity(EntityArchetype)` | Explicit archetype |
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| `ComponentDataFromEntity<T>` | `ComponentLookup<T>` | Entities 1.0+ rename |
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**Migration:** See Entities package migration guide. Major refactor required.
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---
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## Rendering
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| Deprecated | Replacement | Notes |
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|------------|-------------|-------|
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| `CommandBuffer.DrawMesh()` | RenderGraph API | URP/HDRP render passes |
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| `OnPreRender()` / `OnPostRender()` | `RenderPipelineManager` callbacks | SRP compatibility |
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| `Camera.SetReplacementShader()` | Custom render pass | Not supported in SRP |
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## Physics
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| Deprecated | Replacement | Notes |
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|------------|-------------|-------|
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| `Physics.RaycastAll()` | `Physics.RaycastNonAlloc()` | Avoid GC allocations |
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| `Rigidbody.velocity` (direct write) | `Rigidbody.AddForce()` | Better physics stability |
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## Asset Loading
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| Deprecated | Replacement | Notes |
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|------------|-------------|-------|
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| `Resources.Load()` | Addressables | Better memory control, async loading |
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| Synchronous asset loading | `Addressables.LoadAssetAsync()` | Non-blocking |
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## Animation
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| Deprecated | Replacement | Notes |
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|------------|-------------|-------|
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| Legacy Animation component | Animator Controller | Mecanim system |
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| `Animation.Play()` | `Animator.Play()` | State machine control |
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## Particles
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| Deprecated | Replacement | Notes |
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|------------|-------------|-------|
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| Legacy Particle System | Visual Effect Graph | GPU-accelerated, more performant |
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## Scripting
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| Deprecated | Replacement | Notes |
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|------------|-------------|-------|
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| `WWW` class | `UnityWebRequest` | Modern async networking |
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| `Application.LoadLevel()` | `SceneManager.LoadScene()` | Scene management |
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## Platform-Specific
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### WebGL
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| Deprecated | Replacement | Notes |
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|------------|-------------|-------|
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| WebGL 1.0 | WebGL 2.0 or WebGPU | Unity 6+ defaults to WebGPU |
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---
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## Quick Migration Patterns
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### Input Example
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```csharp
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// ❌ Deprecated
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if (Input.GetKeyDown(KeyCode.Space)) {
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Jump();
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}
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// ✅ New Input System
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using UnityEngine.InputSystem;
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if (Keyboard.current.spaceKey.wasPressedThisFrame) {
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Jump();
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}
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```
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### Asset Loading Example
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```csharp
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// ❌ Deprecated
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var prefab = Resources.Load<GameObject>("Enemies/Goblin");
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// ✅ Addressables
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var handle = Addressables.LoadAssetAsync<GameObject>("Enemies/Goblin");
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await handle.Task;
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var prefab = handle.Result;
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```
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### UI Example
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```csharp
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// ❌ Deprecated (UGUI)
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GetComponent<Text>().text = "Score: 100";
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// ✅ TextMeshPro
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GetComponent<TextMeshProUGUI>().text = "Score: 100";
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// ✅ UI Toolkit
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rootVisualElement.Q<Label>("score-label").text = "Score: 100";
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```
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---
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**Sources:**
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- https://docs.unity3d.com/6000.0/Documentation/Manual/deprecated-features.html
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- https://docs.unity3d.com/Packages/com.unity.inputsystem@1.11/manual/Migration.html
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