Agent skill

Unity Agent Workflows

by hashgraph-online in hashgraph-online/awesome-codex-plugins

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…

MITAuto-check passedGame Development

Install Unity Agent Workflows

skills CLI
$ npx skills add hashgraph-online/awesome-codex-plugins --skill unity-agent-workflows -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install hashgraph-online/awesome-codex-plugins unity-agent-workflows --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
unity-agent-workflows
GitHub stars
1.2k
Token cost
~5.4k tokens
SKILL.md length
1,975 words
Files
10 (incl. assets)
Skills in repo
736
Repo updated
First seen
Licence
MIT

At a glance

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…

  • Works in 11 steps: No proof, no edit. → Treat this injected SKILL.md as… → Read live project instructions narrowly:… → …
  • AI-assisted Unity work that needs live repo discovery
  • SKILL.md covers Core Loop, Task Gate, Required References and Teach, plus 4 more sections
  • Calls git

What it does

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.

When your agent uses it

  • AI-assisted Unity work that needs live repo discovery
  • Project-derived routing
  • Runtime-owner proof
  • Runtime-visible output hard stops

Example prompts

  • “fix still not visible”
  • “/unity-agent-workflows”

Workflow steps

11 steps, taken from the first numbered list in SKILL.md.

  1. No proof, no edit.
  2. Treat this injected SKILL.md as authoritative; do not search for its own path unless missing or asked for diagnostics.
  3. Read live project instructions narrowly: AGENTS.md if present, git status --short, and existing UNITY_STRUCTURE.md plus only the focused…
  4. Run git status --short; preserve unrelated dirty files.
  5. If user says only $unity-agent-workflows. Teach, run Teach.
  6. Derive only relevant live structure before architecture claims: folders, namespaces, .asmdef, scenes/prefabs, bootstraps, graphs, docs…
  7. Classify task with Task Gate, then load required references before edits.
  8. Inspect real owner files; never start from memory, nearest-name guessing, semantic similarity, or screenshot proximity alone.
  9. Fill useful Routing Card fields for structure, visible output, state flow, multi-agent, or hub changes.
  10. Patch the smallest proven owner/artifact.
  11. Validate, sync mirrors if package skill files changed, then close out with proof.

What it can do on your machine

Read from SKILL.md and the folder at commit 16b4156. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Shell commands in SKILL.md call:

    • git

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    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.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~208
When it runs · the whole SKILL.md, loaded when a task matches
~5.4k

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.

Safety

Auto-check passed

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.

SKILL.md

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.

Download SKILL.mdSave it as .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.
name
unity-agent-workflows
description
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 assets, code graphs, tutorial/state flows, guided selection/action flows, overlay/dim source-bound mistakes, coordinate conversions, focus/highlight/marker/HUD alignment, predictive lead aiming, ballistic trajectories, spatial IoU verification, or repeated "fix still not visible" failures.
license
MIT

Unity Agent Workflows

AI contract for Unity work. Keep answers compact, but never remove exact paths, object/class names, commands, errors, validation, rollback notes, or proof requirements.

Core Loop

  1. No proof, no edit.
  2. Treat this injected SKILL.md as authoritative; do not search for its own path unless missing or asked for diagnostics.
  3. Read live project instructions narrowly: 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.
  4. Run git status --short; preserve unrelated dirty files.
  5. If user says only $unity-agent-workflows. Teach, run Teach.
  6. Derive only relevant live structure before architecture claims: folders, namespaces, .asmdef, scenes/prefabs, bootstraps, graphs, docs, UNITY_STRUCTURE*.
  7. Classify task with Task Gate, then load required references before edits.
  8. Inspect real owner files; never start from memory, nearest-name guessing, semantic similarity, or screenshot proximity alone.
  9. Fill useful Routing Card fields for structure, visible output, state flow, multi-agent, or hub changes.
  10. Patch the smallest proven owner/artifact.
  11. Validate, sync mirrors if package skill files changed, then close out with proof.

Task Gate

TriggerRequired action
Runtime/visible bugProve 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 fixScreenshot 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 disagreeVisible 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 surfaceShared 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 mistakesProve 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 movementKinematic 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 pivot2D 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 mismatchProjective 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 stabilityQuaternion 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 verificationIntersection over Union (IoU >= 0.95) and sub-pixel tolerance in references/runtime-numeric-proof.md.
Repeated visible-output mismatch after patchRuntime numeric proof before another coordinate/layout/fallback patch.
Multi-agent visible-output or state workSub-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 deflationProject-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 manifestsUI workflow plus runtime-owner proof, extracted item assembly proof, and validation.
Visual source assetSource asset/generator gate before Unity integration code.
Content, progression, economy, levels, objectives, gameplay tuningData-first content workflow.
Tutorial, onboarding, objective, unlock, selection, action, navigation, state transition, guided selection/action flowsState-step guards.
Compile/runtime doubt, stale Bee/Roslyn response files, Play Mode proofValidation workflow.
Cleanup/deletion/generated files/git hygieneCleanup proof.
Rule/session mining/workflow updatePatch only the owning artifact.

Required References

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 triggerReferences 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 manifestsreferences/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 candidatereferences/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 disagreereferences/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 surfacereferences/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 requestreferences/runtime-owner-proof.md
Overlay/dim source-bound mismatch, wrong source bounds, focus hole follows wrong targetreferences/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 mismatchreferences/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 surfacesreferences/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 toolingreferences/runtime-owner-proof.md, references/serialized-persistence.md
Multi-agent Unity visible-output/state-transition work, parallel workers, checker reviewreferences/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/refactorreferences/project-structure-discovery.md, references/modular-architecture.md, references/ai-workflows.md
New runtime feature, content, progression, levels, economy, objective/data-first workreferences/project-structure-discovery.md, references/content-and-systems.md, references/ai-workflows.md
Tutorial, onboarding, objective step, unlock, selection/action step, navigation gate, state transitionreferences/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 proofreferences/unity-validation.md
Cleanup/deletion/generated files/git hygienereferences/cleanup-and-git.md
Rule/session mining/workflow updatereferences/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.

Teach

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:

text
UNITY_STRUCTURE.ui.md
UNITY_STRUCTURE.runtime.md
UNITY_STRUCTURE.content.md
UNITY_STRUCTURE.assemblies.md
UNITY_STRUCTURE.cleanup.md

Read 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.

Show full SKILL.md (799 more words)Show less

Proof Gates

Owner chain before visible/runtime edits:

text
visible object -> scene/prefab/reference -> script/component -> mutating method -> serialized/runtime override

Runtime Visible Output Hard Stop before changing coordinates, anchors, offsets, padding, scale, layout timing, camera conversion, or fallback constants:

text
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 method

Runtime numeric proof required after any visible patch is wrong/unchanged/challenged:

text
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:

text
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:

text
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.

Architecture Rules

  • No fixed structure; derive module/layer/folder/namespace/assembly/scene/prefab ownership from the user project.
  • Core/Contracts/Systems/Features is fallback example only.
  • No guessed targeting: if asked to bind, focus, highlight, click, or align a visible object, resolve the real runtime object and coordinate space before editing.
  • Do not grow hubs when a focused collaborator, data object, contract, event, bridge, or service can own the work.
  • Do not add direct sibling feature references; use contracts/events/gateways/bridges.
  • Do not add new scripts to broad folders when a specific owner, module, assembly, feature folder, scene owner, or content definition path exists.
  • Do not treat scene YAML, prefab scale, or searched constants as runtime truth until startup/layout/animation writers are checked.
  • Do not mix source refactors with cache cleanup, generated build output, or unrelated scene/prefab churn.
  • Visual source asset creation/replacement happens before integration code; if required tool is unavailable, stop and report.
  • Cleanup needs code refs, YAML GUID refs, Resources/addressables, scene/prefab refs, generated-vs-source status, and runtime reachability proof.

Routing Card

text
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.

Closeout Schema

Always report:

  • Changed files.
  • Non-requested systems touched: yes/no.
  • Runtime-owner or structural proof.
  • Runtime numeric proof for repeated visible-output fixes, or probe plan if not captured.
  • Validation command and result.
  • References loaded: or References missing:.
  • Project maps loaded: or Project maps missing:.
  • Residual risk.

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

Files

SKILL.md and 9 other files (assets) in plugins/AUN-PN/unity-agent-workflows of hashgraph-online/awesome-codex-plugins.

  • SKILL.md
  • .agents/plugins/marketplace.json
  • .codex-plugin/plugin.json
  • .codexignore
  • LICENSE
  • README.md
  • SECURITY.md
  • assets/unity-workflows.png
  • package.json
  • skills

Open the folder on GitHubat commit 16b4156

Compare with similar skills

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Uloop Execute Dynamic CodeCyberAgentGameEntertainment/NovaShader1.6k1 repos~1.9kAutomated safety check: PassMIT
Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills275—~4kAutomated safety check: PassMIT
Gameobject Component List AllIvanMurzak/Unity-MCP4.4k—~846Automated safety check: PassApache-2.0
Validate GsdkPlayFab/gsdk170—~645Automated safety check: PassApache-2.0
Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes929—~790Automated safety check: PassMIT

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    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…

    1.2k GitHub stars~1.7k tokensUpdated yesterday
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  • Art

    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…

    1.2k GitHub stars~2.4k tokensUpdated yesterday
    Auto-check passed
  • Calle

    hashgraph-online/awesome-codex-plugins

    Use CALL-E from Codex through the calle CLI. An agent skill from hashgraph-online/awesome-codex-plugins.

    1.2k GitHub stars~2.9k tokensUpdated yesterday
    Auto-check passed
  • Game Balance Economy

    hashgraph-online/awesome-codex-plugins

    Balance game difficulty, resources, rewards, probability, progression, economies, and dominant strategies.

    1.2k GitHub stars~618 tokensUpdated yesterday
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Works with

Questions about Unity Agent Workflows

What does Unity Agent Workflows do?

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.

When should I use Unity Agent Workflows?

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.

How do I install Unity Agent Workflows in Claude Code?

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.

How do I install Unity Agent Workflows in Codex?

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.

Can I use Unity Agent Workflows in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Unity Agent Workflows need to run?

Going by SKILL.md and its folder, Unity Agent Workflows needs the command-line tools its instructions call (git).

Does Unity Agent Workflows access the network?

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.

Is Unity Agent Workflows safe to install?

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.

What licence does Unity Agent Workflows use?

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.

How many tokens does Unity Agent Workflows use?

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.

What are the alternatives to Unity Agent Workflows?

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.

Who maintains Unity Agent Workflows?

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.