Alex-Rachel

21 mods across 1 repository, 2.4k stars between them.

html-to-ugui

01

Alex-Rachel/TEngine

Skill Codex

A pipeline for turning HTML interface prototypes into Unity UGUI Prefabs, which are reusable Unity interface objects. It uses browser-rendered layout data to preserve positions, images, text, controls, and device-adaptation intentions.

not rated 2.4k +10 changed 23d ago A SkillSpector: pass 75 tokens original MIT

luban-dev

02

Alex-Rachel/TEngine

Skill Codex

A guide for Luban, a game-configuration tool that turns spreadsheets and schemas into C# code and binary data for a TEngine project.

not rated 2.4k +10 changed 23d ago A SkillSpector: pass 62 tokens original MIT

tengine-dev

03

Alex-Rachel/TEngine

Skill Codex

A development guide for TEngine, a framework used to build Unity games. It covers the framework’s modules, user interfaces, events, asset loading, hot updates, configuration, and related tools.

not rated 2.4k +10 changed 23d ago A SkillSpector: pass 76 tokens original MIT

unity-cli

04

Alex-Rachel/TEngine

Skill Codex

A command-line tool for checking and operating a Unity project, including its open scenes, game objects, assets, tests, compilation, and build checks. Unity is a game engine and editor.

not rated 2.4k +10 24d ago A 65 tokens original MIT

unity-pipeline

05

Alex-Rachel/TEngine

Skill Claude Code

Drive a running Unity Editor or development Player from the command line via the unity-pipeline package — install the package, keep the editor ticking while unfocused, run the edit→recompile→runtests loop, evaluate C#, and hot-reload files at runtime. Use when an agent needs to control a live Unity instance, automate…

not rated 2.4k +10 24d ago A 97 tokens original MIT

animation

06

Alex-Rachel/TEngine

Command Claude Code

Author animation assets: AnimationClips (and their float curves), AnimatorControllers (parameters, layers, states, transitions), and Timeline assets. Create commands write under the authoring root and follow the shared confirm/dryrun convention.

not rated 2.4k +10 24d ago A 0 tokens original MIT

assets-and-files

07

Alex-Rachel/TEngine

Command Claude Code

Commands for creating, importing, moving, copying, renaming, deleting and finding project assets, plus folder and text-file operations. Every agent-supplied path is funnelled through the authoring-root sandbox (it rejects ../ and out-of-project writes); destructive or overwriting operations require confirm=true and…

not rated 2.4k +10 24d ago A 0 tokens original MIT

baking

08

Alex-Rachel/TEngine

Command Claude Code

Bake and clear precomputed scene data: lightmaps, NavMesh, and occlusion culling. Each bake runs asynchronously (returns immediately) — poll the matching bakestatus until completed. The clear commands are destructive and require confirm=true. The getsettings / setsettings pairs read and tune the bake parameters.

not rated 2.4k +10 24d ago A 0 tokens original MIT

Alex-Rachel/TEngine

Command Claude Code

These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the…

not rated 2.4k +10 24d ago A 0 tokens original MIT

capture

10

Alex-Rachel/TEngine

Command Claude Code

Commands that render a camera, the Scene View, or a UI Toolkit element to a PNG and return it base64-encoded so an agent can "see" the editor (or a running player) without a display.

not rated 2.4k +10 24d ago A 0 tokens original MIT

Alex-Rachel/TEngine

Command Claude Code

Commands to control Editor play mode, focus, and menus, and to observe the Editor's state, console, and performance.

not rated 2.4k +10 24d ago A 0 tokens original MIT

Alex-Rachel/TEngine

Command Claude Code

Commands for creating GameObjects, querying the scene hierarchy, mutating the core GameObject/Transform surface, and adding/removing components and editing their serialized properties. Scene mutations are wrapped in Unity's Undo system (so a multi-step action reverts as one collapsible step) and are blocked during…

not rated 2.4k +10 24d ago A 0 tokens original MIT

materials

13

Alex-Rachel/TEngine

Command Claude Code

Read and edit material shader properties, and discover/introspect shaders so an agent can pick a valid shader name and property set.

not rated 2.4k +10 24d ago A 0 tokens original MIT

navigation

14

Alex-Rachel/TEngine

Command Claude Code

Commands to read and drive the Editor selection, and to run Unity Search queries. All commands are read-only or non-destructive and run on the main thread.

not rated 2.4k +10 24d ago A 0 tokens original MIT

package-manager

15

Alex-Rachel/TEngine

Command Claude Code

These commands query and modify the project's UPM package set (list, search, add, remove, resolve, status) over UnityEditor.PackageManager. Read-only queries block until the registry responds and return synchronously; mutating commands (packageadd/packageremove) require confirm=true, support dryrun previews, and are…

not rated 2.4k +10 24d ago A 0 tokens original MIT

prefabs

16

Alex-Rachel/TEngine

Command Claude Code

Commands covering the prefab lifecycle an agent needs to build content procedurally: saving a configured GameObject as a prefab asset, instantiating it into a scene, deriving a variant, applying/reverting instance overrides, unpacking, and editing prefab contents through the prefab stage. Asset paths are sandboxed to…

not rated 2.4k +10 24d ago A 0 tokens original MIT

project-settings

17

Alex-Rachel/TEngine

Command Claude Code

Read and change a representative slice of Unity's project-wide settings (Audio, Graphics, Input, Physics, Player, Quality, Tags & Layers, Time). get commands read a group's current values into a ProjectSettingsResponse; set commands mutate them through the shared confirm/dryrun convention, so confirm=true is required…

not rated 2.4k +10 24d ago A 0 tokens original MIT

runtime

18

Alex-Rachel/TEngine

Command Claude Code

Commands served by the Player / dev-build server. Many require a Development build running RuntimePipelineManager — see Runtime setup. Commands marked RuntimeOnly are only registered in a player build.

not rated 2.4k +10 24d ago A 0 tokens original MIT

scenes

19

Alex-Rachel/TEngine

Command Claude Code

Commands for creating, opening, saving and inspecting scenes, controlling the active scene, snapshotting a scene's hierarchy, and managing the Build Settings scene list. Mutating scene operations are blocked while the editor is entering or in play mode (they fail with a recoverable error before touching any state)…

not rated 2.4k +10 24d ago A 0 tokens original MIT

scripts

20

Alex-Rachel/TEngine

Command Claude Code

Commands for creating C# script files, attaching MonoBehaviours to GameObjects, and reading/writing serialized fields. Writing a .cs file does not make its type available — Unity must import and compile it (a domain reload) first. The flow is: createscript → recompile → poll recompilestatus (until completed/uptodate)…

not rated 2.4k +10 24d ago A 0 tokens original MIT

At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: