Uloop Execute Dynamic Code
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
A skill your agent uses for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated…
$ npx skills add hashgraph-online/awesome-codex-plugins --skill unity-agent-workflows -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins unity-agent-workflows --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/AUN-PN/unity-agent-workflows .claude/skills/unity-agent-workflows && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unity-agent-workflows" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/AUN-PN/unity-agent-workflows into .claude/skills/unity-agent-workflows/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-agent-workflows", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/AUN-PN/unity-agent-workflowsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill unity-agent-workflows -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins unity-agent-workflows --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .agents/skills && cp -r skills-src/plugins/AUN-PN/unity-agent-workflows .agents/skills/unity-agent-workflows && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-agent-workflows" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/AUN-PN/unity-agent-workflows into .agents/skills/unity-agent-workflows/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-agent-workflows", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill unity-agent-workflows -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins unity-agent-workflows --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/plugins/AUN-PN/unity-agent-workflows .cursor/skills/unity-agent-workflows && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity-agent-workflows" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/AUN-PN/unity-agent-workflows into .cursor/skills/unity-agent-workflows/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-agent-workflows", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/hashgraph-online/awesome-codex-plugins.git --path plugins/AUN-PN/unity-agent-workflows--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill unity-agent-workflows -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins unity-agent-workflows --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/plugins/AUN-PN/unity-agent-workflows .gemini/skills/unity-agent-workflows && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity-agent-workflows" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/AUN-PN/unity-agent-workflows into .gemini/skills/unity-agent-workflows/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-agent-workflows", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install hashgraph-online/awesome-codex-plugins unity-agent-workflowsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add hashgraph-online/awesome-codex-plugins --skill unity-agent-workflows -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .github/skills && cp -r skills-src/plugins/AUN-PN/unity-agent-workflows .github/skills/unity-agent-workflows && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity-agent-workflows" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/AUN-PN/unity-agent-workflows into .github/skills/unity-agent-workflows/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-agent-workflows", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add hashgraph-online/awesome-codex-plugins --skill unity-agent-workflows -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins unity-agent-workflows --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/plugins/AUN-PN/unity-agent-workflows .opencode/skills/unity-agent-workflows && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity-agent-workflows" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/AUN-PN/unity-agent-workflows into .opencode/skills/unity-agent-workflows/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-agent-workflows", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unity-agent-workflowsA skill your agent uses for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated…
Unity Agent Workflows is an agent skill from hashgraph-online/awesome-codex-plugins. Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C/asmdef safety, UI/scene/visual asset gates, data-first content changes, validation, cleanup proof, or durable workflow rules. Best when agents must prove the actual folder/module/scene/prefab/runtime owner before editing, especially runtime UI, generated…
Its SKILL.md is about 5.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 13 other files, including assets (for example `.agents/plugins/marketplace.json`, `.codex-plugin/plugin.json` and `README.md`).
It sits in Game Development. It works with C#. The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is MIT.
11 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 16b4156. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
gitFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use git, which can reach the network depending on how they are called.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity Agent Workflows loads about 5.4k tokens when it runs. Until then it costs about 208 tokens; SKILL.md has 1,975 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from hashgraph-online/awesome-codex-plugins at commit 16b4156, republished under its MIT licence (© hashgraph-online). 1,975 words, ~5,375 tokens.
.claude/skills/unity-agent-workflows/SKILL.md (or your agent's skills folder). This skill also uses 9 other files; get the full folder from GitHub.AI contract for Unity work. Keep answers compact, but never remove exact paths, object/class names, commands, errors, validation, rollback notes, or proof requirements.
SKILL.md as authoritative; do not search for its own path unless missing or asked for diagnostics.AGENTS.md if present, git status --short, and existing UNITY_STRUCTURE.md plus only the focused map that matches the task when available. Read README.md, architecture docs, .agents/*, or repo-local agent files only when the task cites them, needs architecture/new-file/asmdef/routing decisions, or maps are missing/stale.git status --short; preserve unrelated dirty files.$unity-agent-workflows. Teach, run Teach..asmdef, scenes/prefabs, bootstraps, graphs, docs, UNITY_STRUCTURE*.Task Gate, then load required references before edits.Routing Card fields for structure, visible output, state flow, multi-agent, or hub changes.| Trigger | Required action |
|---|---|
| Runtime/visible bug | Prove owner chain before editing. |
| Runtime-visible output, target alignment, focus/highlight/marker/HUD, overlay, input blocker, modal dimming, duplicate names, hardcoded layout, "do not guess" | Runtime Visible Output Hard Stop. |
| Screenshot or visible UI text fix | Screenshot Text Owner Gate; search exact visible text/localization key and prove creator plus refresh writer before editing. |
| Visual/model/sprite/asset integration where feature name, source asset, factory, or visible surface may disagree | Visible Object Identity Lock, Multi-Surface Visible Behavior Lock, and Single-Agent Anti-Anchoring Guard before editing. |
| Same visible behavior requested across multiple scenes/surfaces, or words like "also", "after transition", "menu and gameplay", "preview and runtime", "scene A and scene B" | Multi-Surface Visible Behavior Lock; prove each surface owner, active caller, asset/factory dependency, and fallback behavior before editing any surface. |
| Shared factory/helper/style/global method candidate for a scoped visible surface | Shared Caller Blast Radius Gate: prove allowed runtime caller(s), all other callers, and whether the patch is surface-local before editing. |
| Overlay/dim source-bound mistakes | Prove source target bounds; overlay/dim/mask/blocker rects are destination output unless explicit marker proof exists. |
| Predictive aim, turret targeting, ballistic trajectory with drag, collision tunneling, CCD, proportional navigation (TPN), physics movement | Kinematic predictive intercept, drag ballistics, and TPN equations in references/runtime-numeric-proof.md; solve 2nd-order quadratic intercept with CPA fallback. |
| 2D game physics, 2D platformer jump apex/gravity, Rigidbody2D drag, Box2D tunneling/Continuous Collision Detection (CCD), 2D predictive lead intercept, 2D steering/TPN, 2D orthographic camera, ScreenToWorldPoint z-plane distance, RectTransform in Canvas 2D (Overlay camera null & World Space 1/PPU scale), 2D pixel-perfect PPU snapping, Tilemap cell-to-world pivot | 2D kinematic equations, Box2D drag damping, 2D parabolic jump kinematics ($g = 2h/t_{\text{apex}}^2$), Orthographic projection, 2D Canvas RectTransform invariants, 2D CCD raycast, and Tilemap half-tile pivot invariants in references/coordinate-space-conversion.md and references/runtime-numeric-proof.md. |
| Offscreen pointer, behind-camera target, near-clip singularity, optical axis degeneracy, 3D bounds frustum clipping, CanvasScaler aspect drift, stretch anchor mismatch | Projective geometry, near-clip plane w <= 0 clamping, optical axis guard, Sutherland-Hodgman 3D near-plane clipping, CanvasScaler log formula, and RectTransform invariants in references/coordinate-space-conversion.md. |
| Quaternion rotation flip, gimbal lock, Euler snap, rotational slerp/nlerp, symplectic physics stability | Quaternion antipodal shortest-path condition (q1·q2 < 0), small-angle Nlerp fallback, and Symplectic Euler integration in references/runtime-numeric-proof.md. |
| Focus ring / UI overlay alignment precision, quantitative spatial verification | Intersection over Union (IoU >= 0.95) and sub-pixel tolerance in references/runtime-numeric-proof.md. |
| Repeated visible-output mismatch after patch | Runtime numeric proof before another coordinate/layout/fallback patch. |
| Multi-agent visible-output or state work | Sub-agent decision and permission gate first; main-agent scope lock before workers patch; checker must review. |
| New/moved files, expanded C# responsibility, asmdef/module routing, hub deflation | Project-derived routing, no fixed structure, hub stop gate. |
| UI, screenshot, HUD, menu, safe area, TMP, spotlight, item-based UI assembly, picked UI parts, UI slices, extracted UI parts, textless UI sprites, design manifests | UI workflow plus runtime-owner proof, extracted item assembly proof, and validation. |
| Visual source asset | Source asset/generator gate before Unity integration code. |
| Content, progression, economy, levels, objectives, gameplay tuning | Data-first content workflow. |
| Tutorial, onboarding, objective, unlock, selection, action, navigation, state transition, guided selection/action flows | State-step guards. |
| Compile/runtime doubt, stale Bee/Roslyn response files, Play Mode proof | Validation workflow. |
| Cleanup/deletion/generated files/git hygiene | Cleanup proof. |
| Rule/session mining/workflow update | Patch only the owning artifact. |
Load only matching files; resolve relative to this skill directory. If a required reference is missing, stop broad edits, use only visible rules here, and report References missing:.
| Task trigger | References before editing |
|---|---|
| UI, screenshot, HUD, menu, safe area, TMP, visible target, focus, highlight, spotlight, modal dimming, item-based UI assembly, picked UI parts, UI slices, extracted UI parts, textless UI sprites, design manifests | references/ui-and-visual-assets.md, references/runtime-owner-proof.md, then only needed visible/text/output details |
| Screenshot text, visible UI label, localized UI text, runtime text styling, shared factory/helper candidate | references/runtime-owner-proof.md, references/screenshot-text-owner.md, references/ai-workflows.md |
| Visual/model/sprite/asset integration where feature name, source asset, factory, or visible surface may disagree | references/runtime-owner-proof.md, references/visible-object-identity.md, references/asset-source-lock.md, references/ui-and-visual-assets.md |
| Shared factory/helper/style/global method candidate for a scoped visible surface | references/runtime-owner-proof.md, references/shared-caller-blast-radius.md, references/ai-workflows.md |
| Runtime-visible bug, repeated "still wrong", duplicate object names, real object/position request | references/runtime-owner-proof.md |
| Overlay/dim source-bound mismatch, wrong source bounds, focus hole follows wrong target | references/runtime-owner-proof.md, references/runtime-visible-output.md, references/runtime-visible-targets.md, references/coordinate-space-conversion.md |
| Repeated visible-output failure, wrong focus/highlight/marker/HUD/camera position, cross-root/cross-canvas mismatch | references/runtime-owner-proof.md, references/runtime-visible-output.md, references/runtime-numeric-proof.md, then only needed target/conversion details |
| Same visible behavior across menu/gameplay/preview/runtime/transition/scene surfaces | references/runtime-owner-proof.md, references/multi-surface-visible.md, references/asset-source-lock.md |
| Serialized scene object, prefab asset, prefab instance, prefab variant, component fields, object refs, editor tooling | references/runtime-owner-proof.md, references/serialized-persistence.md |
| Multi-agent Unity visible-output/state-transition work, parallel workers, checker review | references/ai-workflows.md plus only the references for the actual visible surface or state flow |
| New files/classes, moved scripts, asmdef/module routing, dependency direction, hub deflation/refactor | references/project-structure-discovery.md, references/modular-architecture.md, references/ai-workflows.md |
| New runtime feature, content, progression, levels, economy, objective/data-first work | references/project-structure-discovery.md, references/content-and-systems.md, references/ai-workflows.md |
| Tutorial, onboarding, objective step, unlock, selection/action step, navigation gate, state transition | references/project-structure-discovery.md, references/content-and-systems.md, references/ai-workflows.md, references/unity-validation.md |
| Compile error, validation repair, stale Bee/Roslyn response files, Play Mode proof | references/unity-validation.md |
| Cleanup/deletion/generated files/git hygiene | references/cleanup-and-git.md |
| Rule/session mining/workflow update | references/session-mining.md |
Reference map: references/ai-workflows.md = Routing Card/workflow/closeout; references/workflow-recipes.md = named recipes; references/project-structure-discovery.md = Teach and UNITY_STRUCTURE*; references/modular-architecture.md = layering/asmdef/hub gates; references/runtime-owner-proof.md = core owner chain/router; references/visible-object-identity.md = competing visible owners/anti-anchoring; references/multi-surface-visible.md = menu/gameplay/preview/runtime surface proof; references/asset-source-lock.md = asset variants/source ID locks; references/screenshot-text-owner.md = visible text/TMP/localization owner proof; references/shared-caller-blast-radius.md = shared helper/factory caller proof; references/runtime-visible-output.md = output hard stop/hardcoded layout guard; references/runtime-numeric-proof.md = repeated visible mismatch numeric proof; references/serialized-persistence.md = scene/prefab serialized persistence; references/runtime-visible-targets.md = focus/click/overlay/fallback target rules; references/target-bounds-catalog.md = markerRect/visualRect/interactiveRect choices; references/coordinate-space-conversion.md = world/screen/canvas/camera/safe-area conversions; references/unity-validation.md = validation ladder/checker failures; references/ui-and-visual-assets.md = UI/safe area/visual asset gate; references/content-and-systems.md = data-first systems/state steps; references/cleanup-and-git.md = deletion/git hygiene; references/session-mining.md = durable rules.
Load references/unity-validation.md only for edit intent, validation requests, compile/runtime doubt, Play Mode proof, or closeout validation planning. Load references/workflow-recipes.md only for named WF-* requests, recipe requests, or when references/ai-workflows.md is not specific enough. After loading a reference, follow its own Read / Load Extra Detail table instead of preloading every linked file.
For only $unity-agent-workflows. Teach, or when onboarding a new Unity project whose structure maps are missing/stale, create/refresh a short UNITY_STRUCTURE.md plus only focused maps that exist or are needed:
UNITY_STRUCTURE.ui.md
UNITY_STRUCTURE.runtime.md
UNITY_STRUCTURE.content.md
UNITY_STRUCTURE.assemblies.md
UNITY_STRUCTURE.cleanup.mdRead references/project-structure-discovery.md. Do not make one huge all-project doc. Later tasks read existing UNITY_STRUCTURE.md plus only the matching focused map; refresh only missing/stale maps that the current task actually needs.
Owner chain before visible/runtime edits:
visible object -> scene/prefab/reference -> script/component -> mutating method -> serialized/runtime overrideRuntime Visible Output Hard Stop before changing coordinates, anchors, offsets, padding, scale, layout timing, camera conversion, or fallback constants:
user-visible output
-> active source object
-> selected source bounds: markerRect / visualRect / interactiveRect / logicRect
-> source parent chain
-> owner script/component
-> runtime writer after creation/layout
-> source space and camera/canvas
-> destination root/canvas/space
-> conversion API path
-> converted output rect/position
-> validation methodRuntime numeric proof required after any visible patch is wrong/unchanged/challenged:
source object:
source parent chain:
source bounds: markerRect / visualRect / interactiveRect / logicRect
source canvas/root/renderMode/scaleFactor/camera:
destination object/root/canvas/renderMode/scaleFactor/camera:
conversion API path:
converted rect min/max:
converted center/size:
final drawn object:
final drawn position:
final drawn size/bounds:
spatial IoU / threshold:
center offset delta / tolerance:
predictive intercept / ballistic roots / drag limit / quaternion antipodal check:
runtime writer checked:
validation:Missing source bounds, converted rect, final drawn rect, or spatial IoU < 0.95 for UI / < 0.85 for HUD is FAIL; return a runtime probe plan only.
Multi-Surface Visible Behavior Lock for the same visual behavior across scenes/surfaces:
requested behavior:
surface list:
surface 1 visible object:
surface 1 owner/caller/writer:
surface 1 asset/factory dependency:
surface 1 fallback behavior:
surface 2 visible object:
surface 2 owner/caller/writer:
surface 2 asset/factory dependency:
surface 2 fallback behavior:
shared helper/factory/global selector:
callers outside requested surfaces:
patch order:
validation per surface:If any requested surface lacks owner/caller/writer or asset/fallback proof, stay read-only for patches and return the missing proof plan. Do not patch only a preview/transition surface when the user also requested gameplay/runtime behavior.
State-step proof: screen open, click, analytics, or prompt shown is not completion. Prove relevant steps separately: shown, clicked, opened, selected, applied, completed, persisted, old-save path, reset path.
Sub-agent permission guard: default to one main agent. Before spawning any sub-agent, decide that the work needs independent proof tracks, explain why, list each sub-agent task, state read-only vs edit permission, allowed files/surfaces, forbidden files/surfaces, and checker need, then ask the user. Do not spawn until the user explicitly approves in the same turn, except when the user already explicitly requested sub-agents in that turn.
Multi-agent guard: main agent owns Routing Card, scope, allowed files, not-touched files, allowed runtime caller(s), and forbidden callers/surfaces before workers patch. Workers use disjoint ownership and stop if a different owner, shared caller blast radius, or out-of-scope file appears. Checker fails missing runtime numeric proof, state-step proof, or caller blast-radius proof for shared changes.
For screenshot, visible UI, runtime text, or single-surface fixes, the scope lock must include exact text/key/object searched, owner file, creator method, refresh/update writer, allowed files, explicitly not touched files, allowed runtime caller(s), forbidden callers/surfaces, and nearby candidates rejected. Shared factories/helpers/styles/global methods are not owners unless the visible callsite proves their use and caller search proves no non-target surface will change.
For Unity visual/model/sprite/asset integration, the visible runtime object identity must be proven before editing. If the user-visible target and semantic feature name disagree, or if the first owner candidate is a factory/helper/registry/bridge/global selector, list competing owners and reject them with file-backed proof. If competing owners cannot be rejected, stay read-only and ask whether to continue single-agent investigation or use read-only sub-agent discovery.
Asset/source ID lock: when the user provides a generator ID, asset ID, sprite sheet, prefab, scene, surface, or object name, use only that source and surface. Do not substitute another asset/source or broaden to gameplay/global behavior without asking first.
Asset Variant Availability Gate: before changing directional sprites, model poses, animation frames, sprite selectors, model factories, or fallback visuals, prove the requested variants exist and identify the runtime fallback when they do not. Missing variants are not a license to patch unrelated surfaces or shared factories; either add a surface-local fallback with caller proof, generate/obtain the missing source asset through the approved asset workflow, or stop and ask.
Shared Caller Blast Radius Gate:
target surface/object:
allowed runtime caller(s):
shared method/helper/factory:
all callers searched:
callers outside target:
surface-local API/branch exists or will be added:
non-target behavior unchanged:
validation:If a shared factory/helper/global method has callers outside the requested surface, do not change its existing behavior for the single visible target. Add a surface-local API/adapter, patch the proven owner callsite, or stop and ask for approval.
After a visible patch is challenged as unchanged/wrong, static source reasoning is not enough. Capture runtime object/asset/sprite name, active caller, converted/final drawn values where relevant, and the writer that overwrites them before another patch.
Task type:
Structural trigger:
Runtime-visible target:
Current owner file(s):
Project structure source: live scan / docs / graph / UNITY_STRUCTURE.md / mixed
Placement layer/category from repo:
Module/system name:
Data/definition source:
Runtime source-of-truth values:
Active asset/sprite/model name:
Asset variants checked: yes/no + exact paths/names
Fallback behavior checked: yes/no + exact method/value
Allowed runtime caller(s):
Forbidden callers/surfaces:
Coordinate/rendering space checked: yes/no
Shared helper/factory/global method touched: yes/no + caller proof
Asset/source ID lock: yes/no + exact ID/path/name
New responsibility added? yes/no
Cross-module communication needed? yes/no
Hub risk: low / medium / stop
Visual source asset required? yes/no
Validation plan:
Files allowed to touch:
Files explicitly not touched:Add graph/God Node/edge count/over-500 status only when architecture or C# responsibility changed and graph/source data exists.
Always report:
References loaded: or References missing:.Project maps loaded: or Project maps missing:.Add only when relevant: largest touched .cs files and over-500 status, graph/God Node/edge-gate status, visual asset tool used, Play Mode/Game view/device/batchmode/graph gaps.
© hashgraph-online, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 9 other files (assets) in plugins/AUN-PN/unity-agent-workflows of hashgraph-online/awesome-codex-plugins.
Open the folder on GitHubat commit 16b4156
Unity Agent Workflows next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity Agent Workflows this skillhashgraph-online/awesome-codex-plugins | 1.2k | — | ~5.4k | Automated safety check: Pass | MIT | |
| Uloop Execute Dynamic CodeCyberAgentGameEntertainment/NovaShader | 1.6k | 1 repos | ~1.9k | Automated safety check: Pass | MIT | |
| Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills | 275 | — | ~4k | Automated safety check: Pass | MIT | |
| Gameobject Component List AllIvanMurzak/Unity-MCP | 4.4k | — | ~846 | Automated safety check: Pass | Apache-2.0 | |
| Validate GsdkPlayFab/gsdk | 170 | — | ~645 | Automated safety check: Pass | Apache-2.0 | |
| Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes | 929 | — | ~790 | Automated safety check: Pass | MIT |
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
Misaka-Mikoto-Tech/agent-skills
A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…
IvanMurzak/Unity-MCP
List the fully-qualified C type names of every concrete UnityEngine.Component subclass available in the project.
PlayFab/gsdk
Validates PlayFab Game Server SDK (GSDK) integrations in game server projects.
FlameskyDexive/Legends-Of-Heroes
AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills.
TomLeeLive/openclaw-unity-plugin
Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.
hashgraph-online/awesome-codex-plugins
Create original anime-style reaction stickers as looping GIFs and MP4 previews, using generated character pose sheets and timed key poses.
hashgraph-online/awesome-codex-plugins
Manage and query Calibre libraries with the calibredb CLI (local paths or Calibre Content server URLs).
hashgraph-online/awesome-codex-plugins
A skill your agent uses when adding, changing, testing, or debugging Rust HTTP APIs and services, especially when Codex needs black-box integration tests, random-port app startup, real database test…
hashgraph-online/awesome-codex-plugins
Make a studio's game look like something at build time — a cover from a real frame of the game (free), painted covers, backdrops, textures and character plates from image models through the…
hashgraph-online/awesome-codex-plugins
Use CALL-E from Codex through the calle CLI. An agent skill from hashgraph-online/awesome-codex-plugins.
hashgraph-online/awesome-codex-plugins
Balance game difficulty, resources, rewards, probability, progression, economies, and dominant strategies.
Works with
Categories
A skill your agent uses for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated…. Unity Agent Workflows is an agent skill from hashgraph-online/awesome-codex-plugins. Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C/asmdef safety, UI/scene/visual asset gates, data-first content changes, validation, cleanup proof, or durable workflow rules.
Unity Agent Workflows fits situations like: AI-assisted Unity work that needs live repo discovery; project-derived routing; runtime-owner proof; runtime-visible output hard stops.
Run `npx skills add hashgraph-online/awesome-codex-plugins --skill unity-agent-workflows -a claude-code`. Or copy the skill folder (plugins/AUN-PN/unity-agent-workflows in hashgraph-online/awesome-codex-plugins) into .claude/skills/unity-agent-workflows in your project. Claude Code loads it when a task matches its description.
Run `npx skills add hashgraph-online/awesome-codex-plugins --skill unity-agent-workflows -a codex`. Or copy the skill folder (plugins/AUN-PN/unity-agent-workflows in hashgraph-online/awesome-codex-plugins) into .agents/skills/unity-agent-workflows in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add hashgraph-online/awesome-codex-plugins --skill unity-agent-workflows -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-agent-workflows, .gemini/skills/unity-agent-workflows, .github/skills/unity-agent-workflows and .opencode/skills/unity-agent-workflows in your project.
Going by SKILL.md and its folder, Unity Agent Workflows needs the command-line tools its instructions call (git).
SKILL.md contains no URLs. Its commands use git, which can reach the network depending on how they are called. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unity Agent Workflows is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.4k tokens (SKILL.md is roughly 22k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Unity Agent Workflows: Uloop Execute Dynamic Code (CyberAgentGameEntertainment/NovaShader, 1.6k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 275 stars), Gameobject Component List All (IvanMurzak/Unity-MCP, 4.4k stars) and Validate Gsdk (PlayFab/gsdk, 170 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,232 GitHub stars. The repository holds 736 skills in this directory. The repository was last updated on October 6, 2026.
Source: hashgraph-online/awesome-codex-plugins on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.