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.
A review guide for Unity gameplay scripts, focused on clear responsibilities, explicit dependencies, lifecycle cleanup, performance, Inspector fields, naming, and testability. It also helps decide whether code belongs in a component, asset object, or ordinary C# class.
Shader Graph asset creation, structure inspection, constrained blackboard editing, and constrained node-subset editing for .shadergraph / .shadersubgraph. Use when users want to create graphs, inspect real node/slot structure, edit properties or keywords, or perform safe low-level node operations. Triggers: Shader…
AI-powered scene operations: SQL-like object queries, spatial queries, automatic spatial layout, alignment, distribution, snap to grid, randomize, replace prefabs, and reference auto-binding. Use when users want to find objects by property/region, arrange objects in grid/circle/line, align to ground, distribute…
A Unity planning guide for making game code easier to test. Unity is a game engine; EditMode tests run without playing a scene, while PlayMode tests run inside the game.
Unity UGUI (Canvas-based UI) creation and layout: Canvas, Panel, Button, Text (TMP auto-detect), Image, RawImage, InputField, Slider, Toggle, Dropdown, ScrollView, Scrollbar, RectTransform anchors and layout groups. This is the GameObject + Canvas system; for UXML/USS use the uitoolkit module. Triggers: UGUI, UI…
UI Toolkit (UITK) for Unity — create/edit USS stylesheets and UXML layouts, configure UIDocument + PanelSettings in scenes, generate EditorWindow / runtime UI scaffolds. This is the UXML/USS/VisualElement system; for Canvas-based UGUI use the ui module. Triggers: UI Toolkit, UITK, UXML, USS, UIDocument, PanelSettings…
Source-anchored design rules for Cysharp UniTask 2.5.10 (Unity 2018.4+). Load before writing any async UniTask / UniTaskVoid / PlayerLoopTiming / CancellationToken / WhenAll / ToUniTask code to avoid double-await crashes, forgotten .Forget(), wrong PlayerLoopTiming choices, WebGL ThreadPool crashes, and handle leaks.…
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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: