This page explains what Feel's AI Skills are, and how to use them with your AI coding agent.

What are Feel’s AI Skills?

If you don’t use AI agents, or don’t care for them, you can simply ignore this page, and the entire Feel/Skills folder. You won’t miss anything, and you can even safely delete that folder.

Feel ships with a set of AI Skills, in the Feel/Skills folder. These are instruction files that teach AI coding agents (Unity AI, Claude Code, and other agents that support skills) how to use Feel correctly in your project. When you ask an agent something like “add screen shake when the player gets hit” or “make this button bounce”, a skill gives it the exact components, menu paths, APIs and verification steps for your version of Feel, so it doesn’t have to guess (and make things up).

Skills are plain Markdown files. They don’t add any code, menus or runtime cost to your project or your builds.

What’s included

Skill Use it for
feel-add-feedbacks Creating MMF Players, adding feedbacks, triggering them from code, UnityEvents, animation events or Timeline, pauses and loops, runtime changes, completion callbacks, automated (multiple) target acquisition
feel-screen-shake Camera, Cinemachine and UI shake, camera zoom, fade, flash, and screen-shake accessibility toggles
feel-post-processing-effects Pulsing bloom, vignette, chromatic aberration, lens distortion and other volume effects (URP, HDRP, Built-in)
feel-springs Bouncy, spring-driven motion and values (spring components, spring feedbacks, the spring API)
feel-sound-and-playlist-setup Setting up MMSoundManager and the MMSM Playlist Manager: mixer routing, custom tracks, volume sliders, saved audio settings, music playlists
feel-sound-manager Playing and controlling sounds at runtime: sound feedbacks, 3D sounds, sound IDs, track control, track pitch, fades
feel-custom-feedback Writing your own feedback classes in C#, extending existing feedbacks, writing shakers
feel-haptics Vibrations and gamepad rumble with Nice Vibrations

Each skill lives in its own folder, as a SKILL.md file, sometimes with a references folder containing more in-depth material. The Feel/Skills/README.md file contains the same information as this page.

How a skill is used

Agents don’t read every skill up front. They read each skill’s description (in the header at the top of its SKILL.md file), and load the full skill only when your request matches it. You don’t need to name the skill, or even mention Feel in your request: “the camera should shake when I land” is enough.

Every SKILL.md follows the same structure, so you can read them yourself too, they’re a good, compact overview of each topic:

  • When to use this skill: example requests, plus pointers to the right skill for related requests
  • Prerequisites: requirements, and a check the agent runs to confirm Feel (and any optional package) is installed
  • Quick start: the most common task, end to end
  • Workflows: step by step procedures with defaults and C# examples
  • Verification: how the agent confirms its own work
  • API quick reference, Common issues, Boundaries

Using the skills with your agent

Unity AI

These skills are registered in the Asset Store skill catalog, which Unity AI uses to find skills for the assets in your project. Keep the Feel/Skills folder in your project, and check Unity AI’s documentation for how it currently discovers and enables catalogued skills.

Claude Code

Claude Code loads project skills from a .claude/skills/ folder at your project’s root. The simplest way to expose Feel’s skills there, while keeping them in sync when you update Feel, is to create a link. Run this from your Unity project’s root folder.

On Windows (PowerShell):

New-Item -ItemType Junction -Path .claude\skills -Target Assets\Feel\Skills

On macOS / Linux:

mkdir -p .claude && ln -s ../Assets/Feel/Skills .claude/skills

If you already have a .claude/skills folder, link or copy each feel-* folder into it individually instead. Start a new Claude Code session afterwards, and the Feel skills will appear in its list of available skills.

Other agents

For agents that support the same SKILL.md format, point their skills directory at the Feel/Skills folder (or link it in, as above). For agents without skill support, add a line like this one to your project’s AGENTS.md (or equivalent instructions file):

Feel skills are in Assets/Feel/Skills/. Before working with Feel, read the description of each SKILL.md there and follow the skill that matches the task.

Getting the best results

  • Give the agent access to the Unity Editor. Many workflows create GameObjects, add components and read the Console. Agents that can operate the Editor (for example through a Unity MCP integration) can complete and verify these tasks on their own. Agents that only edit files can still write scripts, but will ask you to do the Editor steps.
  • Have the optional packages you need installed. Some feedbacks only exist when their package is present (Cinemachine, URP/HDRP, Post Processing, TextMesh Pro). The skills check for this and tell the agent what’s missing, but they ask before installing anything.
  • Save your scene and use version control. Some steps (Automatic Shaker Setup, for example) modify your scene, and audio settings steps can modify assets. The skills tell the agent to ask before changing project settings or shared assets.
  • Keep custom code outside Assets/Feel/. The skills already tell agents to do this, so that Feel updates don’t overwrite your work.

Updating

The skills are versioned with Feel: each SKILL.md lists the Feel version it was verified against, and when. When you update Feel, the new package replaces the Skills folder with skills matching the new version. If you’ve edited a skill locally, copy your changes elsewhere before updating.

Reporting issues

If a skill gives an agent wrong or outdated instructions, please report it through the support form, with the skill name and what went wrong.