Unity Agent Team is a multi-agent AI framework for Unity DOTS (ECS, Jobs, Burst). It simulates a real dev team (Architect, Unity Dev, Data Tool, QA) to design, build, debug, and optimize systems using a structured workflow. Includes MCP integration, skill-based roles, and subagent execution for scalable, production-ready development.
Audits the agent system itself — agent definitions, skill files, routing, command flows, and session artifacts — to find weaknesses (token waste, duplicate load paths, stale references, role-boundary drift, dead skills, portability hazards) and emit a prioritized improvement report. Run after any change under…
Design Unity DOTS and ECS systems before coding. Use for component models, system boundaries, update order, baker strategy, performance constraints, acceptance criteria, and implementation plans.
Backend/Cloud Code implementation engineer (projectType=backend/cloudcode). Implements services, endpoints, cloud functions, data models, and integration logic strictly from the approved design. Used in place of unity-dev for server-side projects.
Find root cause of bugs efficiently using CRG-first workflow. Use for tracing symptom origins, identifying competing systems, detecting unintended state writes, and validating fix assumptions. Always query code-review-graph before reading files.
Trace how a feature works and where new code attaches using CRG-first workflow. Merges codebase-reader and feature-dev-agent — one traversal, one output. Use before implementing anything. Produces entry point, execution chain, existing pattern, and extension point in a single pass.
Generic implementation engineer for non-Unity projects (projectType=generic/cocos). Implements features and fixes strictly from the approved design/investigation, following existing project patterns. Default implementation role when no stack-specific developer agent applies.
Build Unity data processing, editor tools, validators, and DOTS debugging utilities. Use for authoring pipelines, inspectors, diagnostics, and developer workflow tooling.
QA tester and reviewer for full agent team mode. Reviews diffs from all agent branches, checks compile/test/behavior risks, merge conflicts. Does not implement unless explicitly asked.
Perform safe architecture refactoring using CRG-first workflow. Use for blast radius analysis, dependency tracing, coupling reduction, and safe migration planning. Always query code-review-graph before any refactor work starts.
Map existing Unity ECS system architecture using CRG-first workflow. Use BEFORE the architect designs anything — produces the system map the architect designs from. Answers: what systems exist, what are the boundaries, where does new code attach. Never guesses.
Validate Unity DOTS features with test cases, regression checks, stress testing, and runtime validation. Use for correctness, scale, determinism, and bug reproduction.
Adaptive pipeline triage. Always runs first in /team. Classifies intent, complexity, blast radius, domain, and confidence; emits workspace/triage.json so the orchestrator can derive the minimum viable pipeline. CRG-first, ≤8 file reads.
Non-DOTS "Unity classic" developer. MonoBehaviour, UI, gameplay, VContainer, Addressables, pooling, DOTween, async/UniTask, editor glue. Used for the Unity classic lane (the unity-dev teammate in /team --team). NOT DOTS/ECS — that is unity-dots-dev.
Lightweight verification agent. Mechanically runs the verification bundle from unity-dev's implresult.json and emits verificationresult.json. Default verifier for tiny/small/medium complexity. Does NOT design tests, does NOT edit code.
Web frontend implementation engineer (projectType=web). Implements UI components, state management, routing, and API integration strictly from the approved design. Used in place of unity-dev for web projects.
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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: