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UnravelEngine
UnravelEngine contém 25 skills coletadas de unravel-dev, com cobertura ocupacional por repositório e páginas de detalhe dentro do site.
Skills neste repositório
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.
End-to-end procedure for adding a new ECS component to UnravelEngine including meta, serialization, inspector, and optional C# API. Use when creating a new component type from scratch.
Structured bug investigation workflow for UnravelEngine: reproduce, isolate domain, find root cause, minimal fix, and verify. Use for bug reports, crashes, regressions, or unexpected behavior in engine or editor.
Routes UnravelEngine tasks to the correct domain skill and identifies touch points across engine, editor, assets, and scripting. Use at the start of any non-trivial task, feature request, bug report, or refactor in UnravelEngine.
Procedure for adding a custom ImGui inspector for a reflected type in UnravelEngine. Use when default meta property drawing is insufficient for a component or asset type.
Procedure for adding a render pass to the UnravelEngine deferred pipeline. Use when adding geometry, lighting, post-process, or compute passes to the rendering pipeline.
Works on UnravelEngine animation: skeletal animation, clips, blend spaces, animation components, and animation panel integration. Use for skeletal animation, blend trees, clip playback, or skinned mesh animation bugs.
Guides architectural decisions for UnravelEngine: API design, cross-subsystem refactors, and large features. Use for new subsystems, public API changes, serialization migrations, or multi-domain features spanning engine and editor.
Works on UnravelEngine audio: OpenAL via audiopp, audio sources, listeners, 3D spatial audio, and audio components. Use for sound playback, 3D audio, listener setup, or audio system lifecycle.
Implements and modifies UnravelEngine ECS components, systems, scene lifecycle, and meta registration. Use when adding or editing components, entity systems, scene serialization, EnTT signals, or component ownership patterns.
Develops UnravelEngine editor UI: ImGui panels, menu bars, dockspace, gizmos, inspectors, undo/redo, and viewport overlays. Use for editor panels, hub integration, selection, editing actions, or ImGui layout bugs.
Captures user corrections and recurring mistakes into tasks/lessons.md and proposes rule or skill updates for UnravelEngine. Use after any user correction, rejected approach, or repeated mistake pattern.
Works on UnravelEngine physics: Bullet3 backend, rigid bodies, collision shapes, character controllers, layer filtering, and script collision callbacks. Use for physics bugs, collision detection, triggers, or character movement.
Works on UnravelEngine prefabs: prefab assets, scene instances, property overrides, and path-aware serialization. Use for prefab creation, instance overrides, prefab unlinking, or deserialization path matching.
Debugs UnravelEngine performance using the profiler panel, GPU timeline, viewport stats overlay, bgfx stats, and GPU eviction/paging metrics. Use for frame drops, GPU bottlenecks, memory pressure, or profiling UI work.
Works on UnravelEngine rendering: bgfx deferred pipeline, render passes, shaders, materials, post-processing volumes, and GPU stats. Use for shader edits, pipeline changes, visual bugs, draw call issues, or GPU memory/eviction work.
Procedure for editing bgfx shaders in UnravelEngine: .sc source files, compilation to .asset blobs, and verification in scene viewport. Use when modifying or adding shaders in engine_data/data/shaders/.
Works on UnravelEngine in-game UI using RmlUi: HTML/CSS documents, ui_document component, world-space UI, and UI debugger. Use for game UI screens, RML/RCSS assets, UI rendering, or UI input handling.