소스 정보
- 저장소
- ForceInjection/domain-driven-design-skills
- 최근 소스 활동
- 2026년 5월 8일 03:07
- 감지된 SKILL.md 언어
- 영어
- 스타
- 25
- 포크
- 7
설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/ForceInjection/domain-driven-design-skills --skill unityaiforge명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
SOC 직업 분류 기준
SKILL.md 표시 중
| name | unityaiforge |
| description | AI-powered Unity development toolkit with Model Context Protocol integration |
| license | MIT |
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.
Before using these tools, ensure:
Unity-AI-Forge includes the GameKit framework - a high-level game development system with MCP integration.
GameKit provides:
📚 See SKILL_GAMEKIT.md for complete GameKit documentation with examples.
# Create a player actor
gamekitActor({
"operation": "create",
"actorId": "Player",
"controlMode": "directController",
"behaviorProfile": "3dCharacterController"
})
# Create a resource manager for RPG
gamekitManager({
"operation": "create",
"managerId": "PlayerStats",
"managerType": "resourcepool",
"initialResources": {
"health": 100,
"mana": 50,
"gold": 0
}
})
# Create UI buttons that control resources
gamekitUICommand({
"operation": "createCommandPanel",
"panelId": "ShopUI",
"canvasPath": "Canvas",
"targetType": "manager",
"targetManagerId": "PlayerStats",
"commands": [
{
"name": "buyPotion",
"label": "HP Potion (50g)",
"commandType": "consumeResource",
"commandParameter": "gold",
"resourceAmount": 50
}
]
})
# Set up a 3D game scene (Camera + Light)
unity_scene_quickSetup({"setupType": "3D"})
# Set up a UI scene (Canvas + EventSystem)
unity_scene_quickSetup({"setupType": "UI"})
# Set up a 2D scene
unity_scene_quickSetup({"setupType": "2D"})
# Create from template (fastest way)
unity_gameobject_createFromTemplate({
"template": "Sphere", # Cube, Sphere, Player, Enemy, etc.
"name": "Ball",
"position": {"x": 0, "y": 5, "z": 0},
"scale": {"x": 0.5, "y": 0.5, "z": 0.5}
})
# Create hierarchical menu system
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"
})
# Create button with one command
unity_ugui_createFromTemplate({
"template": "Button",
"text": "Start Game",
"width": 200,
"height": 50,
"anchorPreset": "middle-center"
})
# Create complete menu with navigation
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"
})
# Add component
unity_component_crud({
"operation": "add",
"gameObjectPath": "Player",
"componentType": "UnityEngine.Rigidbody"
})
# Update component properties
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}
}
})
# Fast inspection (existence check only)
unity_component_crud({
"operation": "inspect",
"gameObjectPath": "Player",
"componentType": "UnityEngine.CharacterController",
"includeProperties": False # 10x faster!
})
# Get scene overview (returns one level of hierarchy for performance)
unity_scene_crud({
"operation": "inspect",
"includeHierarchy": True,
"includeComponents": False, # Skip components for speed
"filter": "Player*" # Optional: filter by pattern
})
# For deeper exploration, inspect specific GameObject
unity_gameobject_crud({
"operation": "inspect",
"gameObjectPath": "Player/Weapon",
"includeComponents": True
})
# Generate MonoBehaviour template
unity_script_template_generate({
"templateType": "MonoBehaviour",
"className": "PlayerController",
"scriptPath": "Assets/Scripts/PlayerController.cs",
"namespace": "MyGame.Player"
})
# Generate ScriptableObject template
unity_script_template_generate({
"templateType": "ScriptableObject",
"className": "GameConfig",
"scriptPath": "Assets/ScriptableObjects/GameConfig.cs"
})
# Modify generated template using asset_crud
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}"
})
# Generate Singleton pattern
unity_designPattern_generate({
"patternType": "singleton",
"className": "GameManager",
"scriptPath": "Assets/Scripts/GameManager.cs",
"options": {
"persistent": True,
"threadSafe": True,
"monoBehaviour": True
}
})
# Generate ObjectPool pattern
unity_designPattern_generate({
"patternType": "objectpool",
"className": "BulletPool",
"scriptPath": "Assets/Scripts/BulletPool.cs",
"options": {
"pooledType": "Bullet",
"defaultCapacity": "100",
"maxSize": "500"
}
})
# Generate StateMachine pattern
unity_designPattern_generate({
"patternType": "statemachine",
"className": "PlayerStateMachine",
"scriptPath": "Assets/Scripts/PlayerStateMachine.cs",
"namespace": "MyGame.Player"
})
# Available patterns: singleton, objectpool, statemachine, observer, command, factory, servicelocator
Use templates - 10x faster than manual creation
unity_ugui_createFromTemplate({"template": "Button"}) # Not manual GameObject + components
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": {...}}) # Not manual UI creation
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"] # Only specific properties
})
Limit batch operations - Use maxResults to prevent timeouts
unity_component_crud({
: ,
: ,
: ,
:
})
maxResultsUnityEngine.TransformUnityEngine.RigidbodyUnityEngine.BoxCollider, UnityEngine.SphereCollider, UnityEngine.CapsuleColliderUnityEngine.MeshRenderer, UnityEngine.SpriteRendererUnityEngine.CameraUnityEngine.LightUnityEngine.AudioSource, UnityEngine.AudioListenerUnityEngine.Canvas, UnityEngine.UI.CanvasScaler, UnityEngine.UI.GraphicRaycasterUnityEngine.UI.Button, UnityEngine.UI.Toggle, UnityEngine.UI.Slider, UnityEngine.UI.InputFieldUnityEngine.UI.Text, UnityEngine.UI.Image, UnityEngine.UI.RawImageUnityEngine.UI.VerticalLayoutGroup, UnityEngine.UI.HorizontalLayoutGroup, UnityEngine.UI.GridLayoutGroup# ⚡ Ultra-fast: Check existence only (0.1s)
unity_component_crud({
"operation": "inspect",
"gameObjectPath": "Player",
"componentType": "UnityEngine.Rigidbody",
"includeProperties": False
})
# ⚡ Fast: Get specific properties (0.3s)
unity_component_crud({
"operation": "inspect",
"gameObjectPath": "Player",
"componentType": "UnityEngine.Transform",
"propertyFilter": ["position"]
})
# Test small first
test = unity_component_crud({
"operation": "addMultiple",
"pattern": "Enemy*",
"componentType": "UnityEngine.Rigidbody",
"maxResults": 10, # Test with 10 first
"stopOnError": False
})
# If successful, scale up
if test["errorCount"] == 0:
unity_component_crud({...,"maxResults": 1000})
# 1. Setup UI scene
unity_scene_quickSetup({"setupType": "UI"})
# 2. Create complete menu system with navigation
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
})
# 1. Setup 3D scene
unity_scene_quickSetup({"setupType": "3D"})
# 2. Create player
unity_gameobject_createFromTemplate({
"template": "Player",
"position": {"x": 0, "y": 1, "z": 0}
})
# 3. Create ground
unity_gameobject_createFromTemplate({
"template": "Plane",
"name": "Ground",
"scale": {"x": 10, "y": 1, "z": 10}
})
# 4. Create obstacles
for i in range(5):
unity_gameobject_createFromTemplate({
"template": "Cube",
"name": f"Obstacle{i}",
"position": {"x": i*2, "y": 0.5, "z": 0}
})
Solution: Open Unity → Tools → MCP Assistant → Start Bridge
Solution: Use unity_context_inspect() to see what exists
Solution: Use fully qualified names (e.g., UnityEngine.UI.Button, not just Button)
Solution:
includeProperties=false for faster operationsmaxResults limit for batch operations📚 For detailed documentation of all 28 tools, see TOOLS_REFERENCE.md
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 |
Total: 28 Tools
unity_scene_quickSetup - Quick scene setup (3D/2D/UI/VR)unity_scene_crud - Create, load, save, delete scenes, manage build settingsunity_context_inspect - Get scene hierarchy and stateunity_gameobject_createFromTemplate - Create from templatesunity_gameobject_crud - Full GameObject CRUD operationsunity_menu_hierarchyCreate - Create hierarchical menu systems with navigationunity_component_crud - Add, update, remove, inspect componentsunity_ugui_createFromTemplate - Create UI elements from templatesunity_ugui_layoutManage - Manage layout componentsunity_asset_crud - Asset file operations (including C# scripts)unity_script_template_generate - Generate MonoBehaviour/ScriptableObject templatesunity_designPattern_generate - Generate design pattern implementations (Singleton, ObjectPool, StateMachine, Observer, Command, Factory, ServiceLocator)unity_prefab_crud - Prefab workflow operationsunity_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 managementunity_constant_convert - Convert between Unity constants and values (enums, colors, layers)unity_template_manage - Customize GameObjects and convert to prefabsunity_ugui_manage - Unified UGUI management (RectTransform operations)unity_ugui_rectAdjust - Adjust RectTransform sizeunity_ugui_anchorManage - Manage RectTransform anchorsunity_ugui_detectOverlaps - Detect overlapping UI elementsunity_ping - Test connection and get Unity versionunity_await_compilation - Wait for Unity compilation to complete (includes console logs in results)📚 SKILL_GAMEKIT.md - Complete guide to GameKit framework:
📚 TOOLS_REFERENCE.md - Detailed documentation of all 28+ MCP tools
You now have complete control over Unity Editor. Build amazing projects! 🚀