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Commit trailers

Skill XeldarAlz/everything-claude-unity/.claude/skills/core/commit-trailers

Structured commit trailers — adds Constraint, Rejected, Scope-risk, and Not-tested metadata to commit messages. Captures architectural decisions and known gaps in git history.From its SKILL.md

Install
npx -y skills add XeldarAlz/everything-claude-unity --skill commit-trailers

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 20 stars20 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

SKILL.md

3.0 KB, as published. Nobody here has run it

Structured Commit Trailers

When creating git commit messages, append structured trailers that capture decision context. This metadata makes architectural decisions searchable in git history and helps future developers understand why changes were made the way they were.

Trailers

Required (every commit)

Scope-risk: — How much of the project does this change affect?

  • low — isolated change, single file or tightly scoped feature
  • medium — touches multiple systems or changes shared interfaces
  • high — modifies shared infrastructure, serialization format, or build pipeline

Conditional (include when applicable)

Constraint: — Architectural constraints that were respected during this change. Reference the rule or convention by name.

Rejected: — Alternatives that were considered and rejected, with brief reason. Helps future developers avoid re-exploring dead ends.

Not-tested: — Known gaps in test coverage or scenarios that weren't verified. Use none if everything is covered.

Format Rules

  • Trailers go after a blank line at the end of the commit message body
  • One trailer per line
  • Keep each trailer under 100 characters
  • Scope-risk is always present
  • Omit Constraint if no specific constraints were relevant
  • Omit Rejected if no alternatives were considered
  • Omit Not-tested for trivial changes; include it for anything non-trivial

Examples

Simple feature addition

Add object pooling for projectiles

Replaces Instantiate/Destroy cycle with a pre-warmed pool of 32.
Pool size is configurable via SerializeField on SpawnSystem.

Scope-risk: low
Constraint: no-alloc-in-update — pool grows only in Awake
Rejected: addressables-pool — overkill for single prefab type
Not-tested: pool exhaustion when max size exceeded during boss fight

Bug fix

Fix enemy health not resetting on respawn

EnemyModel.Health was not reset in ObjectPool.OnGet callback.
Added explicit reset in EnemySystem.OnSpawn().

Scope-risk: low
Not-tested: none

Cross-system refactor

Migrate score tracking from static class to VContainer

ScoreManager was a static singleton — replaced with ScoreSystem
registered in GameLifetimeScope. All 4 consumers updated to
use constructor injection.

Scope-risk: high
Constraint: no-singletons — VContainer is the only DI mechanism
Rejected: SO-based-score-channel — adds complexity for simple int tracking
Not-tested: score persistence across scene transitions

Serialization change

Rename _speed to _moveSpeed on PlayerView

Added FormerlySerializedAs to preserve prefab overrides.
All 3 prefab variants verified in inspector.

Scope-risk: medium
Constraint: formerly-serialized-as — mandatory on all serialized field renames

Keep looking

Skills are one crate of 627,801. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.