unity-inspector
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A Unity Inspector design guide for making script settings clearer and safer in the Unity editor. The Inspector is the editor panel where developers and designers view and change an object's saved fields.
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.
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A Unity Inspector design guide for making script settings clearer and safer in the Unity editor. The Inspector is the editor panel where developers and designers view and change an object's saved fields.
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Unity lighting / scene lights / reflection probes / light probe groups. Use when users want to create or configure Unity Directional / Point / Spot / Area lights, batch-toggle scene lights, place reflection probes, place light probe grids, or inspect Lightmap baking settings. Triggers (EN): Unity light, scene light…
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Unity material asset & shader property editing (Built-in / URP / HDRP). Use when users want to create / duplicate / assign materials, set color or emission, set textures (and tiling/offset), change shader, set float/int/vector properties, toggle shader keywords, set render queue, or change GI flags. Triggers (EN)…
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A Unity tool for navigation meshes, maps that describe where game characters can walk, and for pathfinding, which calculates routes through those maps. It also manages moving agents and obstacles.
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Source-anchored design rules for Netcode for GameObjects 2.x. Load this before writing any NetworkBehaviour / RPC / NetworkVariable / Spawn code to avoid hallucinated APIs and lifecycle-ordering bugs. Triggers: netcode, NGO, NetworkManager, NetworkObject, NetworkBehaviour, NetworkVariable, NetworkList…
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Netcode for GameObjects (NGO 2.x) multiplayer automation. Create NetworkManager + UnityTransport, edit NetworkConfig (TickRate / ConnectionApproval / EnableSceneManagement / NetworkTopology / ClientSynchronizationMode), configure direct/Relay transport, attach NetworkObject / NetworkTransform / NetworkRigidbody(2D) /…
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Project asset and scene optimization — batch texture / mesh / audio compression, analyze scene poly + material count, find large or duplicate assets, set GameObject static flags, configure LOD groups, analyze overdraw on transparents. Triggers: optimize, optimization, compression, compress, crunch compression, texture…
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Unity Package Manager (UPM) operations and bundled helpers for Cinemachine / Splines. Use when users want to install, remove, refresh, search, or inspect packages, list dependencies, query versions, or run a one-call Cinemachine/Splines bootstrap. Triggers: package, packages, UPM, Package Manager, manifest, install…
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A guide for choosing common Unity code and data patterns, such as events, state machines, object pools, and ScriptableObjects. Unity is a game engine, and these patterns are reusable ways to organize game code.
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Read-only scene + project + script analysis for AI coding context — scene health, summary, hotspots, hierarchy describe, component stats, tag/layer usage, materials/shaders, contract validation, spatial query, dependency graph, project stack detection, full scene context export, markdown scene report, snapshot diff…
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A Unity performance review guide that looks for common causes of slow frames, memory allocations, and unnecessary repeated work. It focuses on likely problems in update loops, lookups, object creation, physics, animation, and UI.
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Unity physics queries and editor-time configuration: raycasts/spherecast/boxcast, overlap checks, gravity, PhysicMaterial assets, layer collision matrix. Triggers: physics, raycast, spherecast, boxcast, overlap, sphere overlap, box overlap, gravity, collision, rigidbody, collider, physics material, PhysicMaterial…
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Modern SRP post-processing effects on URP / HDRP VolumeProfiles (built on top of the Volume framework). Use when users want to add / remove / inspect or tune Bloom, Depth Of Field, Tonemapping, Vignette, Color Adjustments, or any modern PP effect override on a VolumeProfile. Do NOT use for the legacy PPv2 stack…
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Prefab management. Use when users want to create, instantiate, apply, unpack, find instances, edit prefab assets, or create variants. Triggers: prefab, instantiate prefab, spawn, create prefab, apply prefab, unpack prefab, variant, prefab override, revert override, prefab asset, find instances, set prefab property…
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ProBuilder editable mesh modeling for blockout and level geometry. Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, weld/move vertices, paint per-face materials, or run procedural mesh operations. Triggers: ProBuilder, ProBuilderMesh, mesh modeling, blockout, level…
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Read-only Unity runtime performance snapshots — FPS, frame time, batches, draw calls, triangles, vertices, memory (total/reserved/mono heap), per-asset memory (textures, meshes, materials, audio), object count by type, AssetBundle stats. Triggers: profiler, performance, performance snapshot, FPS, frame rate, frame…
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A Unity project inspection workflow that records the project's version, packages, folders, code patterns, and existing tests before architecture changes are suggested.
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Project information. Use when users want to read project metadata (Unity version, render pipeline), list shaders/UPM packages, read Layer/Tag definitions, add a custom Tag, read build settings, or read Player Settings. Triggers: project info, project settings, Unity version, render pipeline, list shaders, UPM…
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Sample/demo skills for API connectivity testing and beginner examples — create primitive cubes/spheres, move/rotate/scale by name, delete by name, simple scene info. Use for smoke tests, health checks, and demo flows; not for production work. Triggers: sample, demo, example, hello, ping, smoke test, connectivity…
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A Unity guide for documenting the objects, components, references, and startup steps that a game scene requires. A scene is a saved arrangement of game objects and their settings.
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Unity scene management. Use when users want to create, load (single or additive), save, unload, switch active scene, get scene info or hierarchy, capture screenshot, or search objects in scene. Triggers: scene, new scene, create scene, load scene, save scene, additive scene, unload scene, multi-scene, active scene…
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A Unity planning guide for assigning clear responsibilities to game scripts, such as scene bridges, data objects, pure C# services, controllers, or startup helpers.
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C# script CRUD and analysis — create, read, replace, append, search, rename, move, delete Unity scripts and surface compile feedback / Domain Reload state. Triggers: script, C# code, csharp, MonoBehaviour, ScriptableObject, Editor, EditorWindow, namespace, class, create script, read script, write code, edit script…
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ScriptableObject management. Use when users want to create, read, modify, delete, duplicate, find ScriptableObject assets, list available types, or import/export JSON. Triggers: scriptableobject, SO, data asset, config asset, settings asset, create SO, read SO, set field, delete SO, duplicate SO, find SO, list SO…
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: