Fantasy Framework Development Guide
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Build, port, or debug NDMF (Non-Destructive Modular Framework, nadena.dev.ndmf) plugins and passes -- Unity Editor code that transforms a VRChat avatar at build time (duplicating materials…
$ npx skills add kurotu/VRCQuestTools --skill ndmf-plugin-builder -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kurotu/VRCQuestTools ndmf-plugin-builder --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/kurotu/VRCQuestTools.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/ndmf-plugin-builder .claude/skills/ndmf-plugin-builder && 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 "ndmf-plugin-builder" agent skill from https://github.com/kurotu/VRCQuestTools/tree/master/.claude/skills/ndmf-plugin-builder into .claude/skills/ndmf-plugin-builder/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ndmf-plugin-builder", 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/kurotu/VRCQuestTools/tree/master/.claude/skills/ndmf-plugin-builderType 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 kurotu/VRCQuestTools --skill ndmf-plugin-builder -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kurotu/VRCQuestTools ndmf-plugin-builder --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kurotu/VRCQuestTools.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/ndmf-plugin-builder .agents/skills/ndmf-plugin-builder && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "ndmf-plugin-builder" agent skill from https://github.com/kurotu/VRCQuestTools/tree/master/.claude/skills/ndmf-plugin-builder into .agents/skills/ndmf-plugin-builder/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ndmf-plugin-builder", 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 kurotu/VRCQuestTools --skill ndmf-plugin-builder -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kurotu/VRCQuestTools ndmf-plugin-builder --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kurotu/VRCQuestTools.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/ndmf-plugin-builder .cursor/skills/ndmf-plugin-builder && 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 "ndmf-plugin-builder" agent skill from https://github.com/kurotu/VRCQuestTools/tree/master/.claude/skills/ndmf-plugin-builder into .cursor/skills/ndmf-plugin-builder/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ndmf-plugin-builder", 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/kurotu/VRCQuestTools.git --path .claude/skills/ndmf-plugin-builder--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 kurotu/VRCQuestTools --skill ndmf-plugin-builder -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kurotu/VRCQuestTools ndmf-plugin-builder --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kurotu/VRCQuestTools.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/ndmf-plugin-builder .gemini/skills/ndmf-plugin-builder && 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 "ndmf-plugin-builder" agent skill from https://github.com/kurotu/VRCQuestTools/tree/master/.claude/skills/ndmf-plugin-builder into .gemini/skills/ndmf-plugin-builder/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ndmf-plugin-builder", 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 kurotu/VRCQuestTools ndmf-plugin-builderInstalls 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 kurotu/VRCQuestTools --skill ndmf-plugin-builder -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/kurotu/VRCQuestTools.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/ndmf-plugin-builder .github/skills/ndmf-plugin-builder && 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 "ndmf-plugin-builder" agent skill from https://github.com/kurotu/VRCQuestTools/tree/master/.claude/skills/ndmf-plugin-builder into .github/skills/ndmf-plugin-builder/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ndmf-plugin-builder", 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 kurotu/VRCQuestTools --skill ndmf-plugin-builder -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install kurotu/VRCQuestTools ndmf-plugin-builder --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kurotu/VRCQuestTools.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/ndmf-plugin-builder .opencode/skills/ndmf-plugin-builder && 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 "ndmf-plugin-builder" agent skill from https://github.com/kurotu/VRCQuestTools/tree/master/.claude/skills/ndmf-plugin-builder into .opencode/skills/ndmf-plugin-builder/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ndmf-plugin-builder", 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.
ndmf-plugin-builderBuild, port, or debug NDMF (Non-Destructive Modular Framework, nadena.dev.ndmf) plugins and passes -- Unity Editor code that transforms a VRChat avatar at build time (duplicating materials…
Ndmf Plugin Builder is an agent skill from kurotu/VRCQuestTools. Build, port, or debug NDMF (Non-Destructive Modular Framework, nadena.dev.ndmf) plugins and passes -- Unity Editor code that transforms a VRChat avatar at build time (duplicating materials, rewriting AnimatorController/animation-clip references, adding or removing components) without touching the source scene, prefabs, or assets. Also covers NDMF Preview (IRenderFilter, ComputeContext) to show a transform live in the Scene view without building, pass phases and ordering (e.g. relative to Modular Avatar or…
Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files, including reference files (for example `evals/evals.json`, `evals/trigger-eval.json` and `references/api-reference.md`).
It sits in Game Development. It works with Unity. The repository describes itself as: Unity editor extension to support uploading VRChat avatars for Oculus Quest. The licence is MIT.
6 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit c68d147. 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:
dotnetFrom the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
ndmf.nadena.devFrom 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.
Ndmf Plugin Builder loads about 2.4k tokens when it runs, and up to ~21k if it reads all its reference files. Until then it costs about 204 tokens; SKILL.md has 1,263 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 kurotu/VRCQuestTools at commit c68d147, republished under its MIT licence (© kurotu). 1,263 words, ~2,420 tokens.
.claude/skills/ndmf-plugin-builder/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.Guides implementing an NDMF (nadena.dev.ndmf) plugin: a Unity Editor pass that
transforms a VRChat/Unity avatar non-destructively at build time, leaving the
source scene, prefabs, and assets untouched.
An NDMF pass runs against a build-time copy of the avatar. Anything you want to end up in the built avatar -- a swapped material, a rewritten animation, a removed helper component -- has to be produced by your code, not by hand-editing the source project. This has one recurring practical consequence worth internalizing before writing anything: every live reference to the thing you're changing usually has an animated counterpart you need to change too (a renderer's current material and any animation clip that swaps it; a component's current field value and any animation curve driving that field). Forgetting the animated side is the single most common way an NDMF pass looks correct in the Editor and breaks the moment an animation plays. Keep this in mind through every step below.
Before designing anything, fetch and read https://ndmf.nadena.dev/best-practices.html
with WebFetch. It's short, it's authoritative, and it can change independently
of this skill -- don't rely on a summary baked into this file going stale.
Re-fetch it if it's been a while since you last read it in this session.
Before writing code, make sure you know:
What triggers the transform -- a settings MonoBehaviour the user adds
to the avatar, or an unconditional pass that runs on every avatar? Most
non-trivial plugins want a settings component (see
references/common-patterns.md) so users can opt in/out and configure it
per-avatar.
Which build phase the transform belongs in (Resolving / Generating /
Transforming / Optimizing), and whether it needs to run before or after
another known plugin -- most commonly Modular Avatar, qualified name
"nadena.dev.modular-avatar". Get the phase semantics from the best-practices
page you just fetched, and the exact ordering API from
references/api-reference.md -- don't guess; ordering bugs are subtle and
only surface when the other plugin happens to be installed.
VRChat-specific: For VRChat avatars NDMF splits its VRCSDK preprocessor
callbacks; when VRCFury is installed, its hook (roughly -10000) runs
between the Transforming and Optimizing phases (NDMF callback orders -11000
and -1025). Entering
Play mode for a VRChat avatar also goes through the full VRCSDK preprocessor
chain rather than calling NDMF directly, so this sandwich ordering applies in
Play mode too. See the "VRChat build pipeline integration & VRCFury ordering"
section of references/api-reference.md before debugging any pass whose
behavior differs between a normal NDMF build and a VRChat build or Play mode
entry. When in doubt, check the installed source at
Packages/nadena.dev.ndmf; it is always authoritative over this skill's
summaries.
What exactly gets duplicated or rewritten, and whether an animation clip
could reference it. If in doubt, assume yes and read the animation section
of references/api-reference.md.
What NDMF version the project has installed -- check
Packages/nadena.dev.ndmf/package.json's version field or the Package
Manager window. Most of the API this skill teaches (ErrorReport,
AnimatorServicesContext, NDMF Preview, IAssetSaver, and more) was added
incrementally between 1.3.0 and 1.14.1, not present from day one. If there's
any doubt the project might be on an older release, load
references/version-compatibility.md before relying on API from
references/api-reference.md or references/preview-api.md.
Load references/api-reference.md now for the confirmed API surface
(Plugin<T>/Pass<T>, BuildContext members, the animator-services layer,
package/component conventions). Treat it as the primary source for exact
method names rather than re-deriving them from memory -- NDMF's extension-context
activation in particular has more than one method with subtly different
behavior, and guessing wrong compiles fine but breaks quietly.
references/api-reference.md.references/api-reference.md.references/common-patterns.md -- it covers the two patterns that come up
in almost every plugin (non-destructively duplicating a shared asset like a
material, and rewriting animation references to match), including two
concrete Unity API gotchas discovered the hard way: they compile fine and
produce silently wrong output.ErrorReport, not exceptions -- a thrown exception
aborts the entire avatar build for a problem the user could otherwise be
warned about and continue past.If the user also wants to see the transform's effect in the Scene view
without running a full build -- they say "NDMF Preview," "preview," "live
preview," "see it without building," or mention
IRenderFilter/RenderGroup/ComputeContext -- that's NDMF Preview
(nadena.dev.ndmf.preview), a separate API layered on top of the pass you
just built, not a variant of it. Load references/preview-api.md before
designing it: it covers the registration API, and in particular several
quiet-by-design behaviors that compile fine, pass naive unit tests, and
produce no error -- the only symptom in every case is preview silently doing
nothing. Materials must be re-applied every frame in
IRenderFilterNode.OnFrame, not just set once; GetTargetGroups must
exclude renderer types NDMF's preview proxy can't handle (e.g.
ParticleSystemRenderer), or the entire filter's preview goes dark for
every avatar in the scene; and anything GetTargetGroups reads through a
plain Unity API call instead of a context.* call -- including your own
settings component, found via a raw lookup after context.GetAvatarRoots()
-- is invisible to the reactivity system and never triggers a recompute when
it changes (preview renders once, then goes stale -- or never appears at
all, if the component was added after the first compute). All three look the
same from the Scene view, so read the whole file before writing the filter,
not after debugging why nothing shows up.
Skip this step entirely if the user only asked for the build-time transform.
Load references/testing.md for how to write EditMode tests against a
hand-built minimal avatar (NDMF's distributed package ships no test helpers of
its own), plus two non-obvious blockers that otherwise waste time: unsaved
scene changes blocking a test run before it even starts, and a domain reload
needing a moment to settle before tests will run right after a compile. Separately,
driving a pass inside a test needs ActivateExtensionContextRecursive<T>,
not the non-recursive ActivateExtensionContext<T> -- that one is covered in
the "In unit tests" bullet of references/api-reference.md's animation
section, not in testing.md's blockers. If you added NDMF Preview support in
Step 4, references/preview-api.md has its own testing section -- notably a
ComputeContext caching gotcha that produces mysterious "object not found"
failures unrelated to your filter's actual logic.
Compile and run tests through whatever this project's Unity tooling is (check
for project-specific skills or a CLAUDE.md pointer first; don't assume a
generic dotnet test or CLI path works for a Unity package).
The last section of testing.md explains why a real Editor smoke test and a
code-review pass both matter specifically for this kind of code -- do both
before calling the plugin done, not only when something feels off. Bugs that
compile fine and pass a naive test are the norm for Unity API work like this,
not the exception: this skill's own reference material documents two bugs
that were caught only by hands-on inspection and review, not by the initial
implementation or first test pass.
If a smoke test shows wrong output but it's unclear where in the pipeline
it goes wrong -- e.g. whether it's your pass, an ordering issue with another
plugin, or an extension-context transition -- NDMF 1.14.1+ ships a single-step
build debugger that steps through the build one pass at a time on an isolated
clone. See references/debugging.md for how to use it and a gotcha around
its Step Back button before relying on it.
© kurotu, 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 8 other files (references) in .claude/skills/ndmf-plugin-builder of kurotu/VRCQuestTools.
Open the folder on GitHubat commit c68d147
Ndmf Plugin Builder 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 |
|---|---|---|---|---|---|---|
| Ndmf Plugin Builder this skillkurotu/VRCQuestTools | 373 | — | ~2.4k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills | 275 | — | ~4k | Automated safety check: Pass | MIT | |
| AibridgeFlameskyDexive/Legends-Of-Heroes | 929 | — | ~2.1k | Automated safety check: Pass | MIT | |
| Unity SkillsBesty0728/Unity-Skills | 1.8k | — | ~2k | Automated safety check: Pass | MIT | |
| Uloop Control Play ModeCyberAgentGameEntertainment/NovaShader | 1.6k | 1 repos | ~1.3k | Automated safety check: Pass | MIT |
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
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…
FlameskyDexive/Legends-Of-Heroes
Unity Editor and Player Runtime CLI integration for AIBridge.
Besty0728/Unity-Skills
Automate the Unity Editor through a local REST API — scripts, scenes, prefabs, assets, materials, lighting, tests and hundreds of other Editor operations.
CyberAgentGameEntertainment/NovaShader
Control Unity Editor Play Mode. An agent skill from CyberAgentGameEntertainment/NovaShader.
TomLeeLive/openclaw-unity-plugin
Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.
kurotu/VRCQuestTools
Replay recorded PlayMode keyboard and mouse input. An agent skill from kurotu/VRCQuestTools.
kurotu/VRCQuestTools
Capture Unity Editor windows or Game View rendering as PNG. An agent skill from kurotu/VRCQuestTools.
kurotu/VRCQuestTools
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
kurotu/VRCQuestTools
Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy.
kurotu/VRCQuestTools
Record PlayMode keyboard and mouse input to JSON. An agent skill from kurotu/VRCQuestTools.
kurotu/VRCQuestTools
Get the Unity scene hierarchy as a structured tree. An agent skill from kurotu/VRCQuestTools.
Works with
Categories
Build, port, or debug NDMF (Non-Destructive Modular Framework, nadena.dev.ndmf) plugins and passes -- Unity Editor code that transforms a VRChat avatar at build time (duplicating materials…. Ndmf Plugin Builder is an agent skill from kurotu/VRCQuestTools.ndmf) plugins and passes -- Unity Editor code that transforms a VRChat avatar at build time (duplicating materials, rewriting AnimatorController/animation-clip references, adding or removing components) without touching the source scene, prefabs, or assets.
Ndmf Plugin Builder fits situations like: the user writes; debugs an NDMF plugin; mentions Plugin<T; nadena.dev.ndmf.
Run `npx skills add kurotu/VRCQuestTools --skill ndmf-plugin-builder -a claude-code`. Or copy the skill folder (.claude/skills/ndmf-plugin-builder in kurotu/VRCQuestTools) into .claude/skills/ndmf-plugin-builder in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kurotu/VRCQuestTools --skill ndmf-plugin-builder -a codex`. Or copy the skill folder (.claude/skills/ndmf-plugin-builder in kurotu/VRCQuestTools) into .agents/skills/ndmf-plugin-builder 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 kurotu/VRCQuestTools --skill ndmf-plugin-builder -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ndmf-plugin-builder, .gemini/skills/ndmf-plugin-builder, .github/skills/ndmf-plugin-builder and .opencode/skills/ndmf-plugin-builder in your project.
Going by SKILL.md and its folder, Ndmf Plugin Builder needs the command-line tools its instructions call (dotnet).
SKILL.md names 1 domain. In commands or code: ndmf.nadena.dev; the agent is likely to contact it when it follows the instructions. 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.
Ndmf Plugin Builder is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.4k tokens (SKILL.md is roughly 9.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 19k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Ndmf Plugin Builder: Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 275 stars), Aibridge (FlameskyDexive/Legends-Of-Heroes, 929 stars) and Unity Skills (Besty0728/Unity-Skills, 1.8k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
kurotu (a GitHub user) maintains it in kurotu/VRCQuestTools, which has 373 GitHub stars. The repository holds 25 skills in this directory. The repository was last updated on September 30, 2026.
Source: kurotu/VRCQuestTools on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.