Guides creating a new Unity project, gathering concept, platforms, and monetization before setting up the project, source control, and packages. Use when the user asks to start a new game or prototype. Runs an opinionated paved path by default; full interview…
Controls the Unity Editor and projects from the command line, driving a running Editor to edit scenes and assets or run C#. Use when asked to install or manage Editors, licenses, or projects, set up version control, build, test, or run any unity command.
In the Unity Editor, imports 3D models and point clouds with Asset Transformer Toolkit (formerly Pixyz), and creates, edits, and runs RuleSets, Actions, and LODs. Use for Pixyz imports in a Unity project, not for converting files from the shell.
Control a Unity Editor or Player via the unity-pipeline package. Compile, run tests, eval, method-reload code, enter Play Mode, capture screenshots.
Makes a Unity game look and feel finished: art style, lighting, juice, sound, menus, saves and look scoring. Use when building a new game's first playable version, or when a game looks like programmer art, feels flat or silent, or needs polish.
Understands, edits, and generates Unity uGUI Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or prefab UI files.
Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor, with the Pipeline package commands first and a C# script as the fallback. Use for package installs, verifying package IDs and versions, or choosing which packages a game…
Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in.