Skill Claude Code
Check the current enabled state of an IEnableableComponent on a specific entity using EntityManager.IsComponentEnabled () for imperative main-thread branching.
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.
Skill Claude Code
Check the current enabled state of an IEnableableComponent on a specific entity using EntityManager.IsComponentEnabled () for imperative main-thread branching.
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.
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.
Skill Claude Code
Attach a managed Unity object (MonoBehaviour, ScriptableObject, or any UnityEngine.Object subclass) to an ECS entity at runtime or bake time for hybrid access.
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.
Skill Claude Code
Synchronize ECS entity world-space position/rotation to a companion GameObject''s Transform each frame for hybrid rendering or audio.
Skill Claude Code
Safely release unmanaged or native resources held by a managed IComponentData when the component is removed or the entity is destroyed.
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.
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).
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).
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...
Skill Claude Code
Register all external asset and component dependencies in a Baker so that incremental baking re-triggers correctly when referenced objects change.
Skill Claude Code
Use state.Dependency.Complete() only as an editor-mode diagnostic fence to inspect intermediate job state, never as a production pattern for forcing job completion.
Skill Claude Code
Prevent unsafe access to DynamicBuffer references after structural changes have invalidated the underlying chunk memory pointer.
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.
Skill Claude Code
Select the correct EntityQuery filter method (WithAll, WithDisabled, WithNone, IgnoreComponentEnabledState) for IEnableableComponent to avoid silently processing the wrong entity set.
Skill Claude Code
Identify and eliminate inline handle.Complete() calls in production systems that create unintended main-thread stalls, and replace them with WorldUpdateAllocator + dependency chain patterns.
Skill Claude Code
Correctly handle the enableable component bitmask in IJobChunk to avoid processing disabled entities or skipping enabled ones.
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.
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.
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.
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…
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…
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…
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: