Skill Codex
Use when narrative, quest, dialogue, objective, state, reward, localization, cinematic, and implementation teams need one explicit content contract; not for general story brainstorming or protocol review.
Native Codex plugin and Hermes Agent skill kit for game studios working across Unity, C++, Lua, MMORPG services, databases, production, release, and live operations.
This repository also configures its own agents. See what GameStudio-CodexKIT tells them →
Skill Codex
Use when narrative, quest, dialogue, objective, state, reward, localization, cinematic, and implementation teams need one explicit content contract; not for general story brainstorming or protocol review.
Skill Codex
Use when sensitive multiplayer or MMORPG client actions require static server-authority validation, trust-boundary, replay, abuse, or rate-limit analysis with no attack traffic.
Skill Codex
Use when a game needs a platform and device compatibility matrix across OS, hardware, GPU, memory, resolution, input, network, storefront, certification, test evidence, and support policy; not for store metadata preparation.
Skill Codex
Use when planning or reviewing game playtests that need structured scenarios, participant context, observations, reproduction evidence, severity, and honest separation of observed findings from conclusions.
Skill Codex
Use when a game product experiment or A/B test needs review across hypothesis, population, assignment, metrics, guardrails, instrumentation, segmentation, sample size, significance, novelty, ethics, and decision rules; not for telemetry schema alone.
Skill Codex
Use when a production plan needs a read-only dependency risk review covering critical path, ownership gaps, blocked handoffs, mitigation, escalation, and schedule exposure; not for creating the baseline production schedule.
Skill Codex
Use when a game project, milestone, or feature needs a QA test strategy and coverage matrix across risk, test levels, platforms, environments, ownership, automation, regression, evidence, and exit criteria; not for one playtest session.
Skill Codex
Use when a release candidate or RC needs a go/no-go readiness decision across required artifacts, test summaries, known issues, approvals, compatibility, monitoring, and rollback.
Skill Codex
Use when reviewing a known change set through parallel read-only code, architecture, test, safety, or product lanes with disjoint concerns and one integrator verdict.
Skill Codex
Use when changing project files or generated state requires a report-only dry run, exact scope, backup manifest, apply verification, and a tested restore path.
Skill Codex
Use when versioning or converting serialized player save files, profiles, checkpoints, or persistence payloads across recognized save-format versions with fixture compatibility and rollback.
Skill Codex
Use when creating or revising a GameStudio-CodexKIT skill, resolving ambiguous skill triggers, auditing provenance or lifecycle maturity, or deriving reusable capabilities from session history.
Skill Codex
Use when preparing a game for Steam, console, mobile, or other storefront submission with platform metadata, compliance, ratings, privacy, package, entitlement, and approval requirements.
Skill Codex
Use when selecting project investigator, implementer, independent verifier, or profile specialist roles with expected output, do-not-touch scope, critical-path ownership, disjoint writers, concurrency limits, or no child agents.
Skill Codex
Use when pausing, transferring, or reactivating game-studio work and a durable handoff must capture branch, goal, scope, files, commands, Verified Snapshot Unverified BLOCKED facts, failures, decisions, next actions, and a reactivation prompt.
Skill Codex
Use when a game milestone needs production planning across schedule, staffing, workstreams, dependencies, delivery forecast, scope, and milestone acceptance; not for decomposing one approved feature into work packets.
Skill Codex
Use when collecting a game project goal, scope, risk tier, engine and version, subsystem ownership, constraints, and do-not-touch paths into an actionable intake task packet.
Skill Codex
Use when running gamestudio init, status, or uninit, or bootstrapping a new or adopted game repository with AGENTS.md, HANDOFF.md, .agents/CONTRACT.md, project governance, a subsystem registry, or a per-project adapter report, plan digest, named reviewer, backup root, generated agent overlay, apply, uninstall, and…
Skill Codex
Use when .agents/project-profile.yaml, nested Git roots, or cross-repository game work requires a profile-defined repository route, validation slice, or cross-project phase.
Skill Codex
Use when reviewing game analytics or telemetry event names, IDs, required properties, types, versions, privacy classes, producers, consumers, and backward compatibility before instrumentation changes.
Skill Codex
Use when auditing Unity asset GUID and meta consistency, duplicate GUIDs, missing meta files, stale references, or import and prefab reference failures without editing assets.
Skill Codex
Use when a Unity batch or batchmode, BuildPipeline, Editor.log, PlayerSettings, or Unity CI job is involved.
Skill Codex
Use when a Unity client cannot enter offline gameplay because login, bootstrap, disconnected server handling, local mock data, network fallback, or scene startup paths fail.
Skill Codex
Use when new or revised Unity UI visuals, icons, panels, 9-slice sprites, component states, HUD or menu layouts, popup motion, screen transitions, or flattened UI screenshot decomposition must be produced through Figma and integrated into uGUI, NGUI, or UI Toolkit; not for UI debugging, localization-only work…
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: