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.
Structured protocol for using agentmemory as a recall layer during codebase investigation. Load when any agent would otherwise start with broad Read/Grep/Glob exploration. agentmemory accelerates orientation — it is NOT a substitute for reading current source files.
Architect role brief for the Unity DOTS Agent Team. Designs ECS systems before any coding — component models, system boundaries, update order, baker strategy, performance constraints, acceptance criteria. Loaded by the architect agent.
Burst-safe code rules for DOTS jobs and ISystem — managed type exclusions, Mathematics-only math, shared static limitations, and Burst compilation attribute requirements. Prevents Burst compilation errors and unsafe managed access in hot-path DOTS code.
CRG-first codebase navigation skill for all agents. Load when architecture must be traced, execution flow understood, impact radius determined, or entry points located before any implementation. Always queries code-review-graph before opening files — prevents blind file reads.
Data Tool Engineer role brief for the Unity DOTS Agent Team. Builds editor tooling, data processors, validators, inspectors, and DOTS debugging utilities. Loaded by the data-tool agent only — never loads for runtime implementation agents.
Guidance for Unity data processing, editor tooling, validators, and DOTS debugging helpers. Use when building authoring workflows, diagnostics, inspectors, or developer utilities. Always isolates editor code from runtime assemblies.
Native container lifetime, allocator selection, and GC-avoidance rules for DOTS runtime code. Covers NativeArray/NativeList/NativeHashMap disposal patterns, Allocator.Temp vs TempJob vs Persistent guidance, and managed-allocation detection. Replaces the memory-checker subagent.
Hard write-partitioning rules for parallel agents when pipeline.parallelallowed=true. Defines glob-based file ownership, conflict detection, and orchestrate.py ownership-check integration. Prevents concurrent agents from writing the same files.
Validation rules for Unity DOTS features — correctness, scale, determinism, regression coverage, and release-readiness checklists. Use when creating test matrices, stress scenarios, reproduction steps, or performance regression anchors.
Lazy skill loading router for the Unity DOTS agent team. Use this to determine which Unity-Skills modules to load before spawning agents. Never load all modules — select only what the task requires.
Create new skills, modify and improve existing skills, and measure skill performance. Use when users want to create a skill from scratch, edit, or optimize an existing skill, run evals to test a skill, benchmark skill performance with variance analysis, or optimize a skill's description for better triggering accuracy.
Tester / QA role brief for the Unity DOTS Agent Team. Validates correctness, scale, determinism, regressions, and performance with evidence-backed sign-off. Loaded by the tester agent only — not for implementation or design roles.
Adaptive pipeline triage skill. Classify task complexity, blast radius, and domain in ≤8 file reads, then emit schema-valid workspace/triage.json that drives all downstream phase composition and agent selection.
Non-DOTS "Unity classic" skill covering MonoBehaviour, UI Toolkit, UGUI, VContainer, Addressables, pooling, DOTween, async/UniTask, and per-frame performance. Loaded exclusively by the unity-dev (non-DOTS) lane. Does NOT cover ECS/DOTS — use unity-dots-best-practices for entities and systems.
Unity Developer role brief for the Unity DOTS Agent Team. Implements ECS components, systems, jobs, bakers, and runtime logic strictly from the Architect's approved design. Loaded by the unity-dev and unity-dots-dev agents — never for architect, tester, or verifier roles.
ECB playback failure debugger for Unity DOTS/ECS. Load when you see: "EntityCommandBuffer playback failed", "entityExists=False", "Buffer does not exist on entity", "Component does not exist on entity", "AppendDestroyedEntityRecordError", "Invalid deferred entity", "Duplicate AddComponent during playback"…
Index of 96 senior-level Unity DOTS/ECS skills mined from EntityComponentSystemSamples — covering entities, jobs, Burst, physics, netcode, baking, and transforms. Read ROUTING.md first to locate the right sub-skill. Do NOT load this index file as a standalone skill.
Eliminate Baker boilerplate for components with a direct field-for-field mapping between authoring Inspector and runtime IComponentData, using a generic base class that auto-generates the Baker via...
Register all data sources a Baker reads via Baker API methods so the baking system reruns the Baker when any of those sources change, enabling correct incremental live-baking.
Perform post-Baker ECS processing in the baking world — cross-entity aggregation, complex structural changes, blob asset construction, and render mesh setup — that cannot be expressed within a sing...
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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: