game-engines
28
总安装量
28
周安装量
#7307
全站排名
安装命令
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill game-engines
Agent 安装分布
claude-code
24
gemini-cli
21
opencode
21
cursor
18
codex
17
antigravity
17
Skill 文档
Game Engines & Frameworks
Engine Comparison
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â ENGINE COMPARISON â
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â UNITY (C#): â
â ââ Best for: 2D/3D, Mobile, Indie, VR/AR â
â ââ Learning: Moderate â
â ââ Performance: Good (IL2CPP for native) â
â ââ Market: 70%+ of mobile games â
â â
â UNREAL (C++/Blueprints): â
â ââ Best for: AAA, High-end graphics, Large teams â
â ââ Learning: Steep (C++) / Easy (Blueprints) â
â ââ Performance: Excellent â
â ââ Market: Major console/PC titles â
â â
â GODOT (GDScript/C#): â
â ââ Best for: 2D games, Learning, Open source â
â ââ Learning: Easy â
â ââ Performance: Good for 2D, Improving for 3D â
â ââ Market: Growing indie scene â
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Unity Architecture
UNITY COMPONENT SYSTEM:
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â GameObject â
â ââ Transform (required) â
â ââ Renderer (MeshRenderer, SpriteRenderer) â
â ââ Collider (BoxCollider, CapsuleCollider) â
â ââ Rigidbody (physics simulation) â
â ââ Custom MonoBehaviour scripts â
â â
â LIFECYCLE: â
â Awake() â OnEnable() â Start() â FixedUpdate() â â
â Update() â LateUpdate() â OnDisable() â OnDestroy() â
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// â
Production-Ready: Unity Component Pattern
public class PlayerController : MonoBehaviour
{
[Header("Movement Settings")]
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float jumpForce = 10f;
[Header("Ground Check")]
[SerializeField] private Transform groundCheck;
[SerializeField] private float groundRadius = 0.2f;
[SerializeField] private LayerMask groundLayer;
private Rigidbody2D _rb;
private bool _isGrounded;
private float _horizontalInput;
// Cache components in Awake
private void Awake()
{
_rb = GetComponent<Rigidbody2D>();
}
private void Update()
{
// Input in Update (frame-rate independent)
_horizontalInput = Input.GetAxisRaw("Horizontal");
if (Input.GetButtonDown("Jump") && _isGrounded)
{
Jump();
}
}
private void FixedUpdate()
{
// Physics in FixedUpdate (consistent timing)
CheckGround();
Move();
}
private void CheckGround()
{
_isGrounded = Physics2D.OverlapCircle(
groundCheck.position, groundRadius, groundLayer);
}
private void Move()
{
_rb.velocity = new Vector2(
_horizontalInput * moveSpeed,
_rb.velocity.y);
}
private void Jump()
{
_rb.velocity = new Vector2(_rb.velocity.x, jumpForce);
}
}
Unreal Engine Architecture
UNREAL ACTOR SYSTEM:
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â AActor (Base class for all game objects) â
â ââ APawn (Can be possessed by controller) â
â â ââ ACharacter (Has CharacterMovementComponent) â
â ââ AGameMode (Game rules) â
â ââ APlayerController (Player input handling) â
â â
â COMPONENTS: â
â ââ USceneComponent (Transform hierarchy) â
â ââ UStaticMeshComponent (3D model) â
â ââ UCapsuleComponent (Collision) â
â ââ UCharacterMovementComponent (Movement logic) â
â â
â LIFECYCLE: â
â Constructor â BeginPlay() â Tick() â EndPlay() â
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// â
Production-Ready: Unreal Character
UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
AMyCharacter();
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(
UInputComponent* PlayerInputComponent) override;
protected:
UPROPERTY(EditAnywhere, Category = "Movement")
float WalkSpeed = 600.0f;
UPROPERTY(EditAnywhere, Category = "Movement")
float SprintSpeed = 1200.0f;
UPROPERTY(EditAnywhere, Category = "Combat")
float MaxHealth = 100.0f;
private:
UPROPERTY()
float CurrentHealth;
bool bIsSprinting;
void MoveForward(float Value);
void MoveRight(float Value);
void StartSprint();
void StopSprint();
UFUNCTION()
void OnTakeDamage(float Damage, AActor* DamageCauser);
};
// Implementation
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
CurrentHealth = MaxHealth;
GetCharacterMovement()->MaxWalkSpeed = WalkSpeed;
}
void AMyCharacter::SetupPlayerInputComponent(
UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", this,
&AMyCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this,
&AMyCharacter::MoveRight);
PlayerInputComponent->BindAction("Sprint", IE_Pressed, this,
&AMyCharacter::StartSprint);
PlayerInputComponent->BindAction("Sprint", IE_Released, this,
&AMyCharacter::StopSprint);
}
Godot Architecture
GODOT NODE SYSTEM:
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â Node (Base class) â
â ââ Node2D (2D game objects) â
â â ââ Sprite2D â
â â ââ CharacterBody2D â
â â ââ Area2D â
â ââ Node3D (3D game objects) â
â â ââ MeshInstance3D â
â â ââ CharacterBody3D â
â â ââ Area3D â
â ââ Control (UI elements) â
â â
â LIFECYCLE: â
â _init() â _ready() â _process() / _physics_process() â
â â
â SIGNALS (Event System): â
â signal hit(damage) â
â emit_signal("hit", 10) â
â connect("hit", target, "_on_hit") â
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# â
Production-Ready: Godot Player Controller
extends CharacterBody2D
class_name Player
signal health_changed(new_health, max_health)
signal died()
@export var move_speed: float = 200.0
@export var jump_force: float = 400.0
@export var max_health: int = 100
@onready var sprite: Sprite2D = $Sprite2D
@onready var animation: AnimationPlayer = $AnimationPlayer
@onready var coyote_timer: Timer = $CoyoteTimer
var gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")
var current_health: int
var can_coyote_jump: bool = false
func _ready() -> void:
current_health = max_health
func _physics_process(delta: float) -> void:
# Apply gravity
if not is_on_floor():
velocity.y += gravity * delta
# Handle coyote time
if is_on_floor():
can_coyote_jump = true
elif can_coyote_jump and coyote_timer.is_stopped():
coyote_timer.start()
# Jump
if Input.is_action_just_pressed("jump"):
if is_on_floor() or can_coyote_jump:
velocity.y = -jump_force
can_coyote_jump = false
# Horizontal movement
var direction := Input.get_axis("move_left", "move_right")
velocity.x = direction * move_speed
# Flip sprite
if direction != 0:
sprite.flip_h = direction < 0
# Update animation
_update_animation()
move_and_slide()
func _update_animation() -> void:
if not is_on_floor():
animation.play("jump")
elif abs(velocity.x) > 10:
animation.play("run")
else:
animation.play("idle")
func take_damage(amount: int) -> void:
current_health = max(0, current_health - amount)
health_changed.emit(current_health, max_health)
if current_health <= 0:
die()
func die() -> void:
died.emit()
queue_free()
func _on_coyote_timer_timeout() -> void:
can_coyote_jump = false
Engine Feature Comparison
FEATURE MATRIX:
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â Feature â Unity â Unreal â Godot â
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â 2D Support â Excellent â Basic â Excellent â
â 3D Graphics â Good â Excellent â Good â
â Physics â PhysX/Box2D â Chaos/PhysX â Godot â
â Animation â Animator â AnimGraph â AnimTree â
â UI System â uGUI/UITk â UMG/Slate â Control â
â Networking â Netcode/MLAPIâ Built-in â ENet/Nakamaâ
â Mobile â Excellent â Good â Good â
â Console â Good â Excellent â Limited â
â VR/AR â Excellent â Excellent â Basic â
â Learning Curve â Moderate â Steep â Easy â
â License â Revenue-basedâ 5% royalty â MIT Free â
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ð§ Troubleshooting
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â PROBLEM: Low frame rate in editor â
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â SOLUTIONS: â
â â Disable unnecessary editor windows â
â â Reduce scene view quality â
â â Hide gizmos for complex objects â
â â Build and test outside editor â
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â PROBLEM: Physics behaving inconsistently â
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â SOLUTIONS: â
â â Use FixedUpdate/_physics_process for physics â
â â Check fixed timestep settings â
â â Avoid moving static colliders â
â â Use continuous collision for fast objects â
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â PROBLEM: Animations not playing correctly â
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â SOLUTIONS: â
â â Check animation state machine transitions â
â â Verify animation clip import settings â
â â Look for conflicting animation layers â
â â Ensure root motion settings match â
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â PROBLEM: Build size too large â
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â SOLUTIONS: â
â â Analyze build report â
â â Remove unused assets â
â â Compress textures and audio â
â â Enable code stripping (Unity) / Shipping (Unreal) â
â â Split into downloadable content â
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Learning Paths
| Level | Unity | Unreal | Godot |
|---|---|---|---|
| Beginner (1-2 mo) | Ruby’s Adventure | Blueprint Basics | Your First 2D Game |
| Intermediate (2-4 mo) | 3D Platformer | C++ Fundamentals | 3D Game Tutorial |
| Advanced (4-6 mo) | Networking + ECS | Multiplayer Shooter | Multiplayer + Plugins |
Use this skill: When learning game engines, building games, or optimizing engine performance.