Agent
Implements game mechanics, player systems, combat, and interactive features. Use for implementing designed mechanics, writing gameplay system code, or translating design documents into working game features.
Unity Editor package that bridges Claude AI to Unity via MCP. 268 tools, embedded chat UI, knowledge-driven agents, and interactive setup. Built for game developers who want AI-powered workflows directly inside the Unity Editor.
Agent
Implements game mechanics, player systems, combat, and interactive features. Use for implementing designed mechanics, writing gameplay system code, or translating design documents into working game features.
Agent
Performance Analyst: profiles game performance, identifies bottlenecks, recommends optimizations, tracks metrics. Use for profiling, memory analysis, frame time investigation, or optimization strategy.
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QA Lead: test strategy, bug triage, release quality gates, and testing process. Use for test plan creation, bug severity assessment, regression planning, or release readiness evaluation.
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Systems Designer: creates detailed mechanical designs for game subsystems — combat formulas, progression curves, crafting recipes, status effects. Use for detailed rule specification, mathematical modeling, or interaction matrix design.
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Technical Artist: bridges art and engineering — shaders, VFX, rendering optimization, art pipeline, and performance profiling for visuals. Use for shader development, VFX design, visual optimization, or art pipeline issues.
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Addressables specialist: asset groups, async loading, memory management, content catalogs, remote delivery, and bundle optimization. Use for asset management strategy, load time optimization, and memory budgeting.
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DOTS/ECS specialist: Entity Component System architecture, Jobs system, Burst compiler, hybrid renderer, and DOTS-based gameplay. Use for ECS architecture, performance-critical systems, and data-oriented design.
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Shader/VFX specialist: Shader Graph, custom HLSL, VFX Graph, URP customization, post-processing, and visual effects optimization. Use for shader development, VFX creation, and rendering optimization.
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Authority on Unity-specific patterns, APIs, and optimization. Guides MonoBehaviour vs DOTS/ECS, ensures proper Unity subsystem usage, and enforces best practices. Use for architecture decisions, package config, and platform builds.
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UI specialist: UI Toolkit (UXML/USS), data binding, runtime UI performance, input handling, and cross-platform adaptation. Use for UI implementation, screen management, and UI performance optimization.