A commercial-grade Unity development framework with native AI workflow support, integrating HybridCLR high-performance hot updates, Obfuz code obfuscation and hardening, and the YooAssets enterprise-grade asset management solution to build an efficient, secure, and scalable industrial development foundation.
About the project
TEngine is a Unity framework for building games, providing modules for asynchronous work, hot updates, asset management, configuration tables, and user interfaces. It is for Unity developers and teams making commercial projects across desktop, mobile, web, and WeChat Mini Game targets, with catalogue skills supporting its AI-assisted development workflow.
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.
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…
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.
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…
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.
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…
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.
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…
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…
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…
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.
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)…
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)…
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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: