Alex-Rachel/TEngine

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.

This repository also configures its own agents. See what TEngine tells them →

2.4kStars on the repository
21Mods indexed here, across every type
15d agoLast push, which is what freshness is scored on
MITLicence, which decides whether bodies are shown

animation

01

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 +7 15d ago A 0 tokens original MIT

assets-and-files

02

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 +7 15d ago A 0 tokens original MIT

baking

03

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 +7 15d 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 +7 15d ago A 0 tokens original MIT

capture

05

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 +7 15d 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 +7 15d 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 +7 15d ago A 0 tokens original MIT

materials

08

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 +7 15d ago A 0 tokens original MIT

navigation

09

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 +7 15d ago A 0 tokens original MIT

package-manager

10

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 +7 15d ago A 0 tokens original MIT

prefabs

11

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 +7 15d ago A 0 tokens original MIT

project-settings

12

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 +7 15d ago A 0 tokens original MIT

runtime

13

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 +7 15d ago A 0 tokens original MIT

scenes

14

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 +7 15d ago A 0 tokens original MIT

scripts

15

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 +7 15d ago A 0 tokens original MIT

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