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

Check the current enabled state of an IEnableableComponent on a specific entity using EntityManager.IsComponentEnabled () for imperative main-thread branching.

not rated 7 2mo ago A 36 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Query only entities where a specific IEnableableComponent is present but currently disabled using .WithDisabled (), enabling systems to act specifically on inactive populations.

not rated 7 2mo ago A 37 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Use a zero-field IEnableableComponent as a single-bit signal between producer and consumer systems, avoiding event queues and DynamicBuffer cleanup overhead.

not rated 7 2mo ago A 37 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Manage the full creation, synchronization, and destruction lifecycle of a companion GameObject paired with an ECS entity using the four-phase marker/spawn/sync/destroy pattern.

not rated 7 2mo ago A 41 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Store a single managed object (shared service, UnityEngine asset, or configuration class) as an ECS singleton accessible from systems without dependency injection.

not rated 7 2mo ago A 35 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Query managed IComponentData and UnityEngine components from ECS systems using the correct non-Burst API surface (SystemAPI.ManagedAPI or SystemAPI.Query for managed types).

not rated 7 2mo ago A 41 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Conditionally compile out all managed IComponentData usage when building for platforms or configurations that prohibit managed components (IL2CPP strict, DOTS Runtime, or custom stripped builds).

not rated 7 2mo ago A 45 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Store a reference to a UnityEngine.Object (Texture2D, AudioClip, Mesh, Sprite, etc.) in a blittable struct IComponentData so it can be stored in ECS chunks and passed through job structs without ma...

not rated 7 2mo ago A 58 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Identify and fix bugs caused by using an ECB from the wrong system group, resulting in structural change commands executing at the wrong frame boundary.

not rated 7 2mo ago A 37 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Select the correct EntityQuery filter method (WithAll, WithDisabled, WithNone, IgnoreComponentEnabledState) for IEnableableComponent to avoid silently processing the wrong entity set.

not rated 7 2mo ago A 45 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Identify and fix the failure mode of placing fixed-timestep physics or simulation logic in the wrong system group, causing frame-rate-dependent execution instead of fixed-rate execution.

not rated 7 2mo ago A 42 tokens original MIT

world-system-filter

116

dyCuong03/unity-agent-team

Skill Claude Code

Scope a system to specific world types (game world, editor world, thin client, server) so it runs exactly where needed and is excluded from worlds where it would be incorrect or harmful.

not rated 7 2mo ago A 42 tokens original MIT

unity-foundation

117

dyCuong03/unity-agent-team

Skill Claude Code

Lightweight Unity Foundation skill always loaded for architect, unity-dev, and data-tool agents. Covers asmdef design, scene lifecycle contracts, project structure, asset hygiene, and Unity-specific code quality. Does NOT replace core ECS skills — ECS guidance always takes precedence when both apply.

not rated 7 2mo ago A 59 tokens original MIT

unity-skills

118

dyCuong03/unity-agent-team

Skill Claude Code

Unity Editor automation via REST API — create scripts, analyze scenes, manage assets, control editor, orchestrate workflows, run batch jobs, and route by Unity version. Triggers: Unity, Unity Skills, in Unity, automate Unity, Unity editor automation, create Unity script, scene summary, analyze Unity scene, Unity…

not rated 7 2mo ago A 150 tokens original MIT

unity-skills-index

119

dyCuong03/unity-agent-team

Skill Claude Code

Index of Unity Skills functional modules and advisory design modules. Browse available skill modules, check operating-mode requirements (Approval/Auto/Bypass), and pick the right module for the task. Triggers: Unity module list, Unity skill index, browse Unity skills, find Unity module, Unity module catalog, Unity…

not rated 7 2mo ago A 117 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Source-anchored design rules for Unity Addressables 1.22.3 (Unity 2022) and 2.9.1 (Unity 6). Load before writing any InitializeAsync / LoadAssetAsync / LoadSceneAsync / UpdateCatalogs / AssetReference code to avoid removed APIs, handle leaks, SceneReleaseMode bugs, and catalog update ordering errors. Triggers…

not rated 7 2mo ago A 229 tokens copy · 91% MIT

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