A safe editing workflow for Codex on Windows, focused on preserving text encoding and avoiding failed patches or accidental PowerShell substitutions. It includes checks for corrupted characters, BOM markers, and unresolved placeholders.
A structure guide for reusable VRChat UdonSharp modules. It separates code that runs in the world from editor tools that build or configure it, and keeps project-specific rules in project documentation.
A coding guide for VRChat UdonSharp projects that specifically use DataList, Data Lists, or Data Containers—data structures for storing collections of values. It explains when those structures are appropriate and how to design around them.
Project rules for Fukuro Udon, an add-on used in VRChat worlds built with UdonSharp, the C#-like scripting system for VRChat. They set defaults for network synchronization and VR object pickups when that add-on is installed.
A design and implementation guide for resource-heavy VRChat UdonSharp runtime work. It covers processing that may need multiple frames, such as rebuilding many objects, replaying actions, or resetting state.
A workflow for moving reusable know-how between a project and external folders named import and export. It keeps imported references separate from the project's own authoritative documentation.
A design guide for networking in VRChat worlds built with UdonSharp, the C#-based scripting system used by VRChat. It documents shared state, events, ownership, and what happens when a player joins late.
A guide for deciding how VRChat UdonSharp data should be kept and shared: locally, across players, per player, or persistently between sessions. It also covers restoration order and key naming.
A set of project-owned starter documents for VRChat UdonSharp projects, including setup, system, scene, reference, and agent guidance. Project-owned means the documents describe the specific project's rules and environment.
A design and implementation guide for menus and world-space interfaces in VRChat UdonSharp. It covers fixed and handheld interfaces, page changes, closing and back navigation, and differences between desktop and VR controls.
A skill for using Unity MCP as an editor-support tool in VRChat UdonSharp projects built with Unity 2022.3.22f1. Unity MCP connects an agent to editor information such as scenes and prefabs.
A formatting guide for file references in Codex chats inside Visual Studio Code, a code editor. It standardizes references as absolute paths with optional line or column positions.