What problem does it solve? ProxyCore's event, registry, and unlockable APIs differ from generic Unity patterns and even from its own README, so agents writing code against it produce subtle runtime bugs like null singletons, leaked listeners, and unpersisted definition IDs. This Skill encodes the correct idioms so generated code works at runtime, not just at compile time. ## Core Features & Use Cases - Event system guidance: Trigger and listen via generated TriggerEvent/ListenEvent accessors, compose reusable payloads with .With(), and dispose subscriptions correctly in OnDisable. - Definitions and registries: Create BaseDefinition assets and BaseRegistry singletons keyed by the generic base type, with catalog wrappers for key-based lookup. - Unlockables and progression: Implement IUnlockable, UnlockCondition, GameFlagCollection flags, and save profiles while leaving progression graph wiring to designers. - Use Case: When asked to "add an event" or "unlock this when the boss dies" in a Unity project using ProxyCore, the agent reads the matching reference and writes code that follows the package's singleton, ID persistence, and synchronous-dispatch rules. ## Quick Start Ask the agent to add a new ProxyCore event with a payload and a listener in your Unity project, and it will apply the correct generated-accessor and disposal idioms.