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2 fichiers Plus depuis ce dépôt Conduct deep academic research for philosophy, neuroscience, cognitive science, and theoretical computer science (computability, complexity, AI theory, logic). Use when user asks to: research academic topics, find scholarly papers, conduct literature reviews, analyze citations, synthesize research findings, explore philosophical arguments, investigate consciousness/cognition, study computability/decidability/Turing machines, or analyze academic debates. Triggers on: 'research papers', 'literature review', 'academic sources', 'scholarly articles', 'philosophy of mind', 'computability theory', 'neuroscience studies', 'find papers on', 'what does the research say'.
Create clear action plans with steps, success criteria, and risk awareness. Use before implementing features, making changes, starting projects, or anytime you need a roadmap to success. Triggers on "plan this", "how should we approach", "what's the strategy", "steps to complete", or when facing complex multi-step work.
Add keyboard navigation to a feature using CommandRegistryService. Use when implementing keyboard shortcuts, vim-style navigation, or hotkeys for a page or component.
Métiers associés SOC
Basé sur la classification professionnelle SOC
name unityaiforge description AI-powered Unity development toolkit with Model Context Protocol integration license MIT
Unity-AI-Forge - AI-Powered Unity Development
Forge Unity games through AI collaboration. Model Context Protocol integration with GameKit framework.
You are now working with Unity-AI-Forge, a powerful system that lets you create, modify, and manage Unity projects directly from this conversation through intelligent AI collaboration.
Prerequisites
Before using these tools, ensure:
Unity Editor is open
MCP Bridge is started (Tools > MCP Assistant > Start Bridge)
Connection status shows "Connected"
Core Capabilities
🎮 Scene Management
Quick setup : Instantly create 3D, 2D, UI, or VR scenes with proper configuration
Scene operations : Create, load, save, delete, and list scenes
Context inspection : Get real-time scene hierarchy and GameObject information
🎨 GameObject Operations
Templates : Create common GameObjects (Cube, Sphere, Player, Enemy, etc.) with one command
CRUD operations : Create, rename, move, duplicate, delete GameObjects
Batch operations : Find and modify multiple GameObjects using patterns
Hierarchy builder : Build complex nested structures declaratively
🧩 Component Management
Add/Remove/Update : Manage components on any GameObject
: Set component properties including asset references
Property setting
UnityEvent listeners : Configure UI event handlers (Button.onClick, etc.)
Batch operations : Add/remove/update components on multiple GameObjects
🖼️ UI Creation (UGUI)
Templates : Create complete UI elements (Button, Panel, ScrollView, Dropdown, etc.)
Layout management : Add and configure layout groups (Vertical, Horizontal, Grid)
Anchor presets : Position UI elements correctly on Canvas
📦 Asset & Script Management
Asset operations : Rename, duplicate, delete, inspect assets and update importer settings
Script template generation : Generate MonoBehaviour and ScriptableObject templates with proper Unity structure
Prefab workflow : Create, instantiate, update, apply/revert prefab overrides
Design patterns : Generate production-ready implementations of common design patterns (Singleton, ObjectPool, StateMachine, Observer, Command, Factory, ServiceLocator)
🎯 Advanced Features
Project settings : Read/write Unity project settings (player, quality, time, physics, audio, editor)
Render pipeline : Inspect and configure render pipeline settings (Built-in, URP, HDRP)
Tags & Layers : Manage project tags and layers, set on GameObjects
Constants : Convert between Unity constants and numeric values (enums, colors, layers)
🎮 GameKit Framework Unity-AI-Forge includes the GameKit framework - a high-level game development system with MCP integration.
GameKitActor : Player/NPC controllers with input abstraction
GameKitManager : Centralized game systems (resources, states, turns)
GameKitUICommand : Bridge UI buttons to game logic
GameKitMachinations : Economic systems with flows/converters/triggers
GameKitSceneFlow : State machine-based scene transitions
GameKitInteraction : Trigger-based game events
Quick GameKit Examples
gamekitActor({
"operation" : "create" ,
"actorId" : "Player" ,
"controlMode" : "directController" ,
"behaviorProfile" : "3dCharacterController"
})
gamekitManager({
"operation" : "create" ,
"managerId" : "PlayerStats" ,
"managerType" : "resourcepool" ,
"initialResources" : {
"health" : 100 ,
"mana" : 50 ,
"gold" : 0
}
})
gamekitUICommand({
"operation" : "createCommandPanel" ,
"panelId" : "ShopUI" ,
"canvasPath" : "Canvas" ,
"targetType" : "manager" ,
"targetManagerId" : "PlayerStats" ,
"commands" : [
{
"name" : "buyPotion" ,
"label" : "HP Potion (50g)" ,
"commandType" : "consumeResource" ,
"commandParameter" : "gold" ,
"resourceAmount" : 50
}
]
})
Quick Start Commands
Scene Setup
unity_scene_quickSetup({"setupType" : "3D" })
unity_scene_quickSetup({"setupType" : "UI" })
unity_scene_quickSetup({"setupType" : "2D" })
GameObject Creation
unity_gameobject_createFromTemplate({
"template" : "Sphere" ,
"name" : "Ball" ,
"position" : {"x" : 0 , "y" : 5 , "z" : 0 },
"scale" : {"x" : 0.5 , "y" : 0.5 , "z" : 0.5 }
})
unity_menu_hierarchyCreate({
"menuName" : "MainMenu" ,
"menuStructure" : {
"Play" : "Start Game" ,
"Settings" : {
"text" : "Game Settings" ,
"submenus" : {
"Graphics" : "Graphics Options" ,
"Audio" : "Audio Settings"
}
},
"Quit" : "Exit Game"
},
"generateStateMachine" : True ,
"stateMachineScriptPath" : "Assets/Scripts/MenuManager.cs"
})
UI Creation
unity_ugui_createFromTemplate({
"template" : "Button" ,
"text" : "Start Game" ,
"width" : 200 ,
"height" : 50 ,
"anchorPreset" : "middle-center"
})
unity_menu_hierarchyCreate({
"menuName" : "GameMenu" ,
"menuStructure" : {
"NewGame" : "New Game" ,
"LoadGame" : "Load Game" ,
"Options" : {
"text" : "Options" ,
"submenus" : {
"Display" : "Display Settings" ,
"Sound" : "Sound Settings" ,
"Controls" : "Control Settings"
}
},
"Exit" : "Exit Game"
},
"generateStateMachine" : True ,
"stateMachineScriptPath" : "Assets/Scripts/GameMenuManager.cs" ,
"buttonWidth" : 250 ,
"buttonHeight" : 60 ,
"navigationMode" : "both"
})
Component Management
unity_component_crud({
"operation" : "add" ,
"gameObjectPath" : "Player" ,
"componentType" : "UnityEngine.Rigidbody"
})
unity_component_crud({
"operation" : "update" ,
"gameObjectPath" : "Player" ,
"componentType" : "UnityEngine.Transform" ,
"propertyChanges" : {
"position" : {"x" : 0 , "y" : 1 , "z" : 0 },
"rotation" : {"x" : 0 , "y" : 45 , "z" : 0 }
}
})
unity_component_crud({
"operation" : "inspect" ,
"gameObjectPath" : "Player" ,
"componentType" : "UnityEngine.CharacterController" ,
"includeProperties" : False
})
Scene Inspection
unity_scene_crud({
"operation" : "inspect" ,
"includeHierarchy" : True ,
"includeComponents" : False ,
"filter" : "Player*"
})
unity_gameobject_crud({
"operation" : "inspect" ,
"gameObjectPath" : "Player/Weapon" ,
"includeComponents" : True
})
Script Template Generation
unity_script_template_generate({
"templateType" : "MonoBehaviour" ,
"className" : "PlayerController" ,
"scriptPath" : "Assets/Scripts/PlayerController.cs" ,
"namespace" : "MyGame.Player"
})
unity_script_template_generate({
"templateType" : "ScriptableObject" ,
"className" : "GameConfig" ,
"scriptPath" : "Assets/ScriptableObjects/GameConfig.cs"
})
unity_asset_crud({
"operation" : "update" ,
"assetPath" : "Assets/Scripts/PlayerController.cs" ,
"content" : "using UnityEngine;\n\nnamespace MyGame.Player\n{\n public class PlayerController : MonoBehaviour\n {\n public float speed = 5f;\n \n void Update()\n {\n // Movement code\n }\n }\n}"
})
Design Pattern Generation
unity_designPattern_generate({
"patternType" : "singleton" ,
"className" : "GameManager" ,
"scriptPath" : "Assets/Scripts/GameManager.cs" ,
"options" : {
"persistent" : True ,
"threadSafe" : True ,
"monoBehaviour" : True
}
})
unity_designPattern_generate({
"patternType" : "objectpool" ,
"className" : "BulletPool" ,
"scriptPath" : "Assets/Scripts/BulletPool.cs" ,
"options" : {
"pooledType" : "Bullet" ,
"defaultCapacity" : "100" ,
"maxSize" : "500"
}
})
unity_designPattern_generate({
"patternType" : "statemachine" ,
"className" : "PlayerStateMachine" ,
"scriptPath" : "Assets/Scripts/PlayerStateMachine.cs" ,
"namespace" : "MyGame.Player"
})
Best Practices
DO ✅
Use templates - 10x faster than manual creation
unity_ugui_createFromTemplate({"template" : "Button" })
Check context first - Understand current state before changes
unity_context_inspect({"includeHierarchy" : True , "includeComponents" : False })
Use menu creation - Create complete menu systems with navigation
unity_menu_hierarchyCreate({"menuName" : "MainMenu" , "menuStructure" : {...}})
Use script templates - Generate standard Unity script structures quickly
unity_script_template_generate({"templateType" : "MonoBehaviour" , "className" : "Player" , "scriptPath" : "Assets/Scripts/Player.cs" })
Optimize inspections - Use includeProperties=false and propertyFilter
unity_component_crud({
"operation" : "inspect" ,
"gameObjectPath" : "Player" ,
"componentType" : "UnityEngine.Transform" ,
"propertyFilter" : ["position" , "rotation" ]
})
Limit batch operations - Use maxResults to prevent timeouts
unity_component_crud({
"operation" : "addMultiple" ,
"pattern" : "Enemy*" ,
"componentType" : "UnityEngine.Rigidbody" ,
"maxResults" : 1000
})
DON'T ❌
Don't create UI manually - Use templates instead
Don't edit .meta files - Unity manages these automatically
Don't use asset tool for scripts - Use script batch manager
Don't skip context inspection - Know what exists before modifying
Don't use unlimited batch operations - Always set maxResults
Component Type Reference
Common Unity Components
Transform: UnityEngine.Transform
Rigidbody: UnityEngine.Rigidbody
Colliders: UnityEngine.BoxCollider, UnityEngine.SphereCollider, UnityEngine.CapsuleCollider
Renderer: UnityEngine.MeshRenderer, UnityEngine.SpriteRenderer
Camera: UnityEngine.Camera
Light: UnityEngine.Light
Audio: UnityEngine.AudioSource, UnityEngine.AudioListener
UI Components (UGUI)
Canvas: UnityEngine.Canvas, UnityEngine.UI.CanvasScaler, UnityEngine.UI.GraphicRaycaster
Controls: UnityEngine.UI.Button, UnityEngine.UI.Toggle, UnityEngine.UI.Slider, UnityEngine.UI.InputField
Display: UnityEngine.UI.Text, UnityEngine.UI.Image, UnityEngine.UI.RawImage
Layout: UnityEngine.UI.VerticalLayoutGroup, UnityEngine.UI.HorizontalLayoutGroup, UnityEngine.UI.GridLayoutGroup
Performance Tips
Fast Operations
unity_component_crud({
"operation" : "inspect" ,
"gameObjectPath" : "Player" ,
"componentType" : "UnityEngine.Rigidbody" ,
"includeProperties" : False
})
unity_component_crud({
"operation" : "inspect" ,
"gameObjectPath" : "Player" ,
"componentType" : "UnityEngine.Transform" ,
"propertyFilter" : ["position" ]
})
Batch Operations with Safety
test = unity_component_crud({
"operation" : "addMultiple" ,
"pattern" : "Enemy*" ,
"componentType" : "UnityEngine.Rigidbody" ,
"maxResults" : 10 ,
"stopOnError" : False
})
if test["errorCount" ] == 0 :
unity_component_crud({...,"maxResults" : 1000 })
Common Workflows
Create a Main Menu
unity_scene_quickSetup({"setupType" : "UI" })
unity_menu_hierarchyCreate({
"menuName" : "MainMenu" ,
"menuStructure" : {
"Play" : "Start Game" ,
"Settings" : {
"text" : "Settings" ,
"submenus" : {
"Graphics" : "Graphics Settings" ,
"Audio" : "Audio Settings" ,
"Controls" : "Control Settings"
}
},
"Credits" : "View Credits" ,
"Quit" : "Exit Game"
},
"generateStateMachine" : True ,
"stateMachineScriptPath" : "Assets/Scripts/MainMenuManager.cs" ,
"buttonWidth" : 300 ,
"buttonHeight" : 60 ,
"spacing" : 15
})
Create a Game Level
unity_scene_quickSetup({"setupType" : "3D" })
unity_gameobject_createFromTemplate({
"template" : "Player" ,
"position" : {"x" : 0 , "y" : 1 , "z" : 0 }
})
unity_gameobject_createFromTemplate({
"template" : "Plane" ,
"name" : "Ground" ,
"scale" : {"x" : 10 , "y" : 1 , "z" : 10 }
})
for i in range (5 ):
unity_gameobject_createFromTemplate({
"template" : "Cube" ,
"name" : f"Obstacle{i} " ,
"position" : {"x" : i*2 , "y" : 0.5 , "z" : 0 }
})
Troubleshooting
Unity Bridge Not Connected Solution : Open Unity → Tools → MCP Assistant → Start Bridge
GameObject Not Found Solution : Use unity_context_inspect() to see what exists
Component Type Not Found Solution : Use fully qualified names (e.g., UnityEngine.UI.Button, not just Button)
Operation Timeout
Use includeProperties=false for faster operations
Set maxResults limit for batch operations
Check Unity isn't compiling scripts
Complete Tool Reference The tools are organized into 10 categories:
Category Tools Description Core Tools 4 Connection, context, menu creation, compilation Scene Management 2 Scene CRUD, quick setup templates GameObject Operations 3 GameObject CRUD, templates, tag/layer management Component Management 1 Component CRUD with batch operations Asset Management 2 Asset operations, C# script batch management Design Patterns 1 Generate production-ready design pattern implementations UI (UGUI) Tools 6 UI templates, layouts, RectTransform, overlap detection Prefab Management 1 Prefab workflow (create, instantiate, apply/revert) Advanced Features 7 Settings, pipeline, input system, tilemap, navmesh, constants Utility Tools 1 Compilation waiting
Quick Tool Reference
Scene Management
unity_scene_quickSetup - Quick scene setup (3D/2D/UI/VR)
unity_scene_crud - Create, load, save, delete scenes, manage build settings
unity_context_inspect - Get scene hierarchy and state
GameObject Operations
unity_gameobject_createFromTemplate - Create from templates
unity_gameobject_crud - Full GameObject CRUD operations
unity_menu_hierarchyCreate - Create hierarchical menu systems with navigation
Component Management
unity_component_crud - Add, update, remove, inspect components
UI Creation
unity_ugui_createFromTemplate - Create UI elements from templates
unity_ugui_layoutManage - Manage layout components
Asset & Script Management
unity_asset_crud - Asset file operations (including C# scripts)
unity_script_template_generate - Generate MonoBehaviour/ScriptableObject templates
Design Patterns
unity_designPattern_generate - Generate design pattern implementations (Singleton, ObjectPool, StateMachine, Observer, Command, Factory, ServiceLocator)
Advanced Features
unity_prefab_crud - Prefab workflow operations
unity_projectSettings_crud - Project settings management (player, quality, time, physics, audio, editor)
unity_renderPipeline_manage - Render pipeline configuration (Built-in, URP, HDRP)
unity_tagLayer_manage - Tag and layer management
unity_constant_convert - Convert between Unity constants and values (enums, colors, layers)
unity_template_manage - Customize GameObjects and convert to prefabs
UGUI Tools
unity_ugui_manage - Unified UGUI management (RectTransform operations)
unity_ugui_rectAdjust - Adjust RectTransform size
unity_ugui_anchorManage - Manage RectTransform anchors
unity_ugui_detectOverlaps - Detect overlapping UI elements
Utility
unity_ping - Test connection and get Unity version
unity_await_compilation - Wait for Unity compilation to complete (includes console logs in results)
Tips for Success
Always check context before major operations - Know what you're working with
Use templates whenever possible - They're optimized and reliable
Batch similar operations - More efficient than individual commands
Set appropriate timeouts - Some operations need more time (script compilation)
Use property filters - Get only the data you need
Test with small limits first - Before scaling up batch operations
Follow Unity naming conventions - Use full component type names
Additional Documentation
GameKit Framework
GameKitActor (player/NPC controllers)
GameKitManager (resource/state/turn management)
GameKitUICommand (UI → game logic bridge)
GameKitMachinations (economic systems)
GameKitSceneFlow (scene transitions)
GameKitInteraction (trigger systems)
Includes complete game examples (RPG, Tower Defense, Turn-Based Strategy)
MCP Tools Reference
You now have complete control over Unity Editor. Build amazing projects! 🚀