AmaniDawn/DGame

A framework based on the TEngine framework, modified and expanded with practical extensions based on work experience, including but not limited to utility methods, tool editors, and some low-level logic adjustments. It is not merged into TEngine, mainly to avoid making TEngine too bloated.

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

177Stars on the repository
21Mods indexed here, across every type
3d agoLast push, which is what freshness is scored on
MITLicence, which decides whether bodies are shown

animation

01

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

assets-and-files

02

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

baking

03

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

capture

05

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

AmaniDawn/DGame

Command Claude Code

Commands to control Editor play mode, focus, and menus, and to observe the Editor's state, console, and performance.

not rated 177 +3 3d ago A 0 tokens copy · 100% MIT

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

materials

08

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

navigation

09

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

package-manager

10

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

prefabs

11

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

project-settings

12

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

runtime

13

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

scenes

14

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

scripts

15

AmaniDawn/DGame

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 177 +3 3d ago A 0 tokens copy · 100% MIT

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