Manages UnravelEngine asset pipeline: importers, .meta sidecars, UID stability, asset compilation, async loading, and reimport. Use for asset types, import errors, content browser issues, or compiled .asset output.
Builds and verifies UnravelEngine: CMake targets, engine_data/editor_data copy, .NET SDK / CoreCLR scripting dependency, sanitizers, and CI workflows. Use after code changes, before marking work complete, or when fixing build/CI failures.
Creates and edits UnravelEngine scene entities via Editor MCP: hierarchy, coordinate system (X-right Y-up Z-forward), WORLD vs LOCAL transforms, components, ScriptComponent source, and scene_save. Use when spawning primitives, parenting, placing children, attaching C# scripts, or persisting .spfb scenes.
Creates and edits UnravelEngine PBR materials via Editor MCP tools or code. Use when changing .mat assets, model material slots, runtime material instances, or deciding asset vs instance edit paths.
Opens/closes UnravelEngine editor projects, lists recent projects, and opens or creates scenes from defaults::scene_preset via Editor MCP. Use when switching projects, loading .spfb scenes, or bootstrapping a new preset scene.
Works on UnravelEngine managed scripting: C# API, script glue, hot-reload, ScriptComponent lifecycle, and C++/C# interop via dotnetpp (CoreCLR). Use for game scripts, scripting backend, OnCreate/OnUpdate hooks, or physics/UI events forwarded to C#.
Controls the UnravelEngine Scene panel editor camera and viewport screenshots via MCP. Use when framing entities, looking at points, orbiting, resetting the viewport camera, or capturing Scene/Game screenshots.
Guides changes that affect edit mode vs play mode behavior in UnravelEngine. Use when features behave differently during play, pause, splash, or resume, or when state must reset on play end.