codex

Codex Unity Agent Kit

Unity, C#, and ASP.NET backend workflows for Codex: orientation, planning, game design contracts, behavior-preserving simplification, asset sourcing/generation/import, read-only codebase audits, the staged game delivery pipeline, verified cross-agent handoff, implementation, testing, debugging, merge-conflict recovery, builds, upgrades, profiling, review, validation, learning capture, authorized PR/MR delivery, plan grilling, and Unity MCP editor work.

2 on GitHubby ilezhninv0.4.19MITupdated 3 months agoDeveloper Tools

Plugin codex-unity-agent-kit in ilezhnin/gamedev-ai-agents. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (28)

  • arch-audit

    Audit a module or system architecture and produce a dependency-ordered, developer-ready refactor backlog. Use when the user asks for an architecture audit or review, a module cleanup or decomposition plan, dependency untangling, boundary analysis, overengineering analysis, silent fallback cleanup, U

  • asset-pipeline

    Source, generate, and integrate Unity game assets with provenance and validation. Use when a task needs placeholder art, concept art, sprites, textures, icons, UI images, material references, graybox level support, local asset discovery, public/CC0 asset sourcing, generated images, or Unity import/s

  • backend-debug

    Systematically debug ASP.NET and C# backend failures by reproducing, localizing, fixing root cause, and verifying regression coverage. Use when backend tests fail, requests return 500/401/403 or wrong data, EF Core migrations or queries misbehave, a service works locally but fails deployed, CI-only

  • backend-implement

    Implement or refactor C# backend code safely. Use when modifying ASP.NET Core, Minimal API, MVC/Web API, background services, EF Core, Dapper, authentication, authorization, validation, configuration, dependency injection, migrations, API contracts, .csproj files, or backend tests.

  • backend-orient

    Map an ASP.NET / C# solution before coding. Use when starting work in an unfamiliar backend repository, planning an endpoint, service, or data change, locating relevant files, or when a task mentions .sln, csproj, Program.cs, dependency injection, middleware, controllers, minimal APIs, EF Core, migr

  • backend-review

    Review C# backend and ASP.NET changes for correctness, security, data integrity, and validation coverage. Use when reviewing diffs, PRs, branches, or local changes touching ASP.NET Core endpoints, services, EF Core/Dapper persistence, auth, config, migrations, background workers, integrations, tests

  • backend-tests

    Bootstrap .NET test infrastructure and author meaningful unit and integration tests for C# backend and ASP.NET code, including legacy code with none. Use when asked to add backend tests, set up a test project, cover an untested service or endpoint, write a WebApplicationFactory or Testcontainers tes

  • backend-validate

    Choose and run focused validation for C# backend and ASP.NET projects. Use when verifying .NET builds, unit tests, integration tests, WebApplicationFactory tests, EF Core migrations, API contracts, formatting, analyzers, Docker/CI checks, or reporting what remains untested.

  • codebase-audit

    Run a read-only whole-project issue audit and write a separate report without changing the project. Use when the user asks to analyze a Unity, C# game, or ASP.NET codebase for code quality, script organization, overengineering, bugs, vulnerabilities, security checks, silent fallbacks, runtime Unity

  • create-mr

    Verify the complete task diff and perform only explicitly authorized commit, push, Pull Request, or Merge Request actions. Use when the user directly asks to commit, push, open a PR/MR, ship a change, or when game-pipeline reaches its Prepare delivery stage. Never infer remote-delivery permission fr

  • crossworking

    Coordinate a planned Unity or C#/ASP.NET task across agents through workspace baselining, implementation, focused baseline validation, behavior-preserving simplification, final validation, independent review, and a verified local handoff without committing or pushing. Use when the user asks for cros

  • game-pipeline

    Run the game delivery pipeline over approved GDD milestones through define, plan, assets, one cross-agent execute loop, and policy-compliant delivery handoff. Use when the user asks to build a game or feature end to end, run or resume a pipeline stage or milestone, check pipeline status, prepare mil

  • gdd

    Turn a game or feature idea into a game design contract - core loop, mechanics, balance data, asset needs, scope-boxed MVP, and playable milestones - grilled with the user before anything executes. Use when the user asks to make a game, design a game or a feature, write or update a GDD, or define me

  • grill-me

    Relentlessly stress-test a user's plan, design, architecture, feature idea, game mechanic, Unity/C# implementation strategy, asset pipeline choice, migration, or technical decision through focused questions until assumptions, tradeoffs, scope, lifecycle, risks, and next steps are clear. Use when the

  • learn

    Reflect on recent development work to capture reusable rules, skill updates, or process corrections. Use when the user asks to learn from a completed task, remember a correction, add a rule after a mistake or success, update project instructions or the agent kit from experience, or decide whether a

  • planning

    Build a concrete implementation plan and execution checklist before coding or cross-agent execution. Use when the user asks to plan a task, prepare work for crossworking, create `.agents/plans/active_plan.md` or `.agents/plans/task_list.md`, clarify requirements before implementation, plan asset wor

  • simplify-change

    Perform a behavior-preserving simplification pass over a completed change by removing proven duplication, speculative abstractions or configuration, dead wrappers, unnecessary indirection, and accidental complexity. Use after implementation and a focused baseline check but before final validation an

  • unity-build

    Produce and automate Unity player builds via batchmode CLI, editor build scripts, and CI. Use when asked to build the game or a player for Win64/Android/iOS, add or fix a -executeMethod build entry point, set up CI builds, diagnose an IL2CPP or build failure, or locate and report the built artifact.

  • unity-debug

    Systematically debug Unity and C# failures by reproducing, localizing, fixing root cause, and verifying regression coverage. Use when Unity tests fail, compilation breaks, the Console shows errors, gameplay/editor behavior is wrong, scene or prefab state is broken, CI reports Unity failures, or a C#

  • unity-implement

    Implement or refactor Unity C# code safely. Use when modifying .cs files in Unity projects, including MonoBehaviours, ScriptableObjects, editor scripts, asmdef-scoped code, gameplay systems, UI controllers, tests, serialization-sensitive fields, coroutines, async flows, or performance-sensitive Upda

  • unity-mcp

    Drive the Unity Editor through MCP safely. Use when Unity MCP tools are available and the task involves scenes, GameObjects, components, prefabs, assets, cameras, UI, packages, console logs, PlayMode, EditMode tests, screenshots, or editor automation beyond plain file edits.

  • unity-merge

    Resolve git merge conflicts in Unity scenes, prefabs, and serialized assets using UnityYAMLMerge and disciplined manual YAML repair. Use when a merge or rebase conflicts on .unity, .prefab, .asset, or .meta files, when setting up smart merge for a Unity repo, or when a resolved merge left missing re

  • unity-orient

    Map a Unity project before coding. Use when starting work in an unfamiliar Unity repository, planning a feature or bug fix, locating relevant files, or when a task mentions Assets, Packages, ProjectSettings, asmdef files, scenes, prefabs, ScriptableObjects, tests, or Unity version discovery.

  • unity-profile

    Do evidence-based Unity performance work by measuring a baseline, fixing the single top cost, and verifying with numbers. Use when the game stutters or hitches, frame rate is below target, GC spikes appear, memory grows, loads are slow, draw calls balloon, or anyone asks to "optimize" something with

  • unity-review

    Review Unity and C# changes for correctness. Use when asked to review a Unity diff, PR, branch, or local changes touching .cs files, asmdefs, scenes, prefabs, ScriptableObjects, packages, ProjectSettings, tests, gameplay behavior, editor tooling, serialization, assets, generated art, performance, or

  • unity-tests

    Bootstrap Unity test infrastructure and author meaningful EditMode/PlayMode tests, including for legacy code with none. Use when asked to add tests, set up Tests folders or test asmdefs, cover an untested MonoBehaviour or legacy system, write a regression test for a bug fix, or pin behavior before a

  • unity-upgrade

    Upgrade the Unity editor version and packages in controlled stages with churn triage and validation gates. Use when moving a project to a new Unity release or LTS, bumping packages in manifest.json, upgrading URP or HDRP, triaging API Updater output, or deciding whether post-upgrade .meta and asset

  • unity-validate

    Choose and run focused validation for Unity projects safely. Use when verifying Unity or C# changes, compiling scripts, running targeted EditMode or PlayMode tests, checking logs, validating asmdef changes, confirming package changes, or reporting what remains untested when Unity cannot run.

View source on GitHub

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