dyCuong03/unity-agent-team

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.

7Stars on the repository
197Mods indexed here, across every type
2mo agoLast push, which is what freshness is scored on
MITLicence, which decides whether bodies are shown

dyCuong03/unity-agent-team

Skill Claude Code

Run a subset of systems at a fixed timestep decoupled from the variable render framerate, ensuring deterministic simulation, correct physics integration, and frame-rate-independent gameplay.

not rated 7 2mo ago A 38 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

React to entity destruction at runtime by attaching a cleanup component that survives DestroyEntity, allowing a system to detect destroyed entities, release associated resources, and finalise true ...

not rated 7 2mo ago A 40 tokens original MIT

ijobchunk-chunk-job

52

dyCuong03/unity-agent-team

Skill Claude Code

Process entities at the chunk level for maximum control — chunk-level change filtering, enable mask handling, direct pointer access, and explicit sort key management.

not rated 7 2mo ago A 36 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Execute per-entity computation in parallel across worker threads using a source-generated job whose query is inferred from the Execute method signature.

not rated 7 2mo ago A 32 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Implement a system as an unmanaged struct with Burst-compiled entry points to eliminate managed dispatch overhead and enable native code generation on the hot update path.

not rated 7 2mo ago A 36 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Wire every scheduled job into the system''s dependency chain via state.Dependency so the ECS scheduler can automatically enforce read/write ordering between systems without explicit sync points.

not rated 7 2mo ago A 36 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Store managed references (GameObject, MonoBehaviour, Unity UI objects) on an ECS entity to bridge the ECS and GameObject worlds during hybrid initialization.

not rated 7 2mo ago A 35 tokens original MIT

multi-entity-baker

57

dyCuong03/unity-agent-team

Skill Claude Code

Create multiple runtime entities from a single authoring GameObject using CreateAdditionalEntity, with BakingOnlyEntity marking staging entities that should not appear in the runtime world.

not rated 7 2mo ago A 38 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Declare a precondition that prevents a system from running when its required singleton or component type is absent, eliminating boilerplate null-checks and reducing unnecessary scheduling cost.

not rated 7 2mo ago A 38 tokens original MIT

singleton-access

59

dyCuong03/unity-agent-team

Skill Claude Code

Access a globally unique configuration or state entity in O(1) time without query overhead, using GetSingleton / GetSingletonRW / GetSingletonEntity.

not rated 7 2mo ago A 33 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Senior-level pattern for expressing world-unique data (game config, controls, frame input snapshot, prefab tables) as singleton entities with O(1) SystemAPI.GetSingleton () / GetSingletonRW () access, gated by state.RequireForUpdate (). Covers the >1-instance throw, write-from-parallel safety, scene-merge collision…

not rated 7 2mo ago A 124 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Choose between value mutation, enableable component toggle, and structural add/remove based on change frequency, providing the canonical decision model for ECS state transitions.

not rated 7 2mo ago A 35 tokens original MIT

system-update-order

62

dyCuong03/unity-agent-team

Skill Claude Code

Declare a system''s group membership and relative ordering within that group using attributes, producing deterministic execution order verified at world initialization.

not rated 7 2mo ago A 29 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Iterate matching entities on the main thread using a concise, source-generated foreach that declares read/write intent and eliminates manual type handle boilerplate.

not rated 7 2mo ago A 34 tokens original MIT

tag-component

64

dyCuong03/unity-agent-team

Skill Claude Code

Mark entity membership in a logical group or boolean state without storing any data, enabling query-level dispatch with zero chunk overhead.

not rated 7 2mo ago A 27 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Mark a component as a single-pass baking signal — present during Baker execution and baking system processing within one baking pass, then automatically removed before the next pass.

not rated 7 2mo ago A 36 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Safely combine entity iteration with per-entity structural changes by snapshotting entity IDs and component data into NativeArrays before performing structural changes, avoiding iterator invalidation.

not rated 7 2mo ago A 39 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Declare exactly which transform components an entity needs at bake time, preventing spurious LocalTransform/LocalToWorld components on data-only entities and missing transforms on moving entities.

not rated 7 2mo ago A 39 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Low-level parallel chunk iteration with explicit enableable-component mask handling, type handle management, and per-chunk metadata access.

not rated 7 2mo ago A 35 tokens original MIT

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