IdoCohen560
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- ▌ Architecture Decision · idocohen560Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
- ▌ Tools Unity Animation · idocohen560Unity animation patterns including Animancer, state machines, and performance optimization.
- ▌ Tools Unity Profiling · idocohen560Unity profiling patterns including ProfilerMarkers, FrameTimingManager, memory profiling, and performance budgets.
- ▌ Unity Physics Queries · idocohen560 bundleUnity physics query correctness patterns. Catches common mistakes with Raycast, SphereCast, OverlapSphere, NonAlloc allocation, LayerMask construction, trigger interaction, hit ordering, and query type selection. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS.
- ▌ Tools Unity Flowcanvas · idocohen560FlowCanvas visual scripting patterns for abilities, custom nodes, and graph execution.
- ▌ Tools Unity Memorypack · idocohen560MemoryPack high-performance binary serialization for Unity including custom formatters, versioning, and performance patterns.
- ▌ Tools Unity Primetween · idocohen560PrimeTween high-performance tweening library patterns for animations, UI, and sequencing.
- ▌ Tools Unity Vcontainer · idocohen560VContainer dependency injection patterns for Unity including lifecycle management, scoped registrations, and common pitfalls.
- ▌ Create Control Manifest · idocohen560After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).
- ▌ Propagate Design Change · idocohen560When a GDD is revised, scans all ADRs and the traceability index to identify which architectural decisions are now potentially stale. Produces a change impact report and guides the user through resolution.
- ▌ Tools Unity Cinemachine · idocohen560Unity Cinemachine camera system patterns including virtual cameras, blending, and state-driven cameras.
- ▌ Unity Game Architecture · idocohen560 bundleUnity game architecture decision patterns. Service Locator vs Singleton vs DI, Event Bus vs ScriptableObject channels, MonoBehaviour vs plain C#, component composition, manager bootstrap sequences. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.
- ▌ Unity Input Correctness · idocohen560 bundleUnity New Input System correctness patterns. Catches common mistakes with action reading (triggered vs IsPressed vs WasPressedThisFrame), action map switching, rebinding persistence, InputValue lifetime, PassThrough vs Value, local multiplayer device assignment, and control scheme auto-switching. PATTERN format: WHEN/WRONG/RIGHT/GOTCHA. Based on Unity 6.3 LTS.
- ▌ Unity Packages Services · idocohen560 bundleUnity 6 packages and services guide. Use when working with Package Manager, installing/updating packages, scoped registries, or Unity Gaming Services (Authentication, Cloud Save, Analytics, Leaderboards, Matchmaker). Covers essential packages list and version compatibility. Based on Unity 6.3 LTS documentation.
- ▌ Tools Unity Addressables · idocohen560Unity Addressables patterns for asset loading, memory management, reference counting, and remote content delivery.
- ▌ Tools Unity State Machine · idocohen560State machine patterns for Unity including hierarchical states, async transitions, and cleanup safety.
- ▌ Tools Unity Object Pooling · idocohen560Object pooling patterns for Unity to reduce GC allocations and improve performance.
- ▌ Tools Unity Test Framework · idocohen560Unity Test Framework patterns for EditMode and PlayMode tests including async testing, mocking, and test organization.
- ▌ Eng Unity Mobile Optimization · idocohen560Mobile-specific Unity optimization patterns for memory, battery, thermal, and performance.
- ▌ Tools Unity Behavior Designer · idocohen560Behavior Designer patterns for AI behavior trees including task creation, shared variables, conditionals, and debugging.
- ▌ Tools Unity Scriptable Objects · idocohen560Unity ScriptableObject patterns for data management, configuration, and runtime systems.
- ▌ Tools Unity Gameplay Ability System · idocohen560Gameplay Ability System patterns for abilities, effects, attributes, and tags including recursion safety and lifecycle management.
- ▌ Uw Skill Creator · idocohen560 bundleCreate new skills, modify and improve existing skills, and measure skill performance. Use when users want to create a skill from scratch, edit, or optimize an existing skill, run evals to test a skill, benchmark skill performance with variance analysis, or optimize a skill's description for better triggering accuracy.
- ▌ Package Remove · idocohen560Remove (uninstall) a package from the Unity project. This removes the package from the project's manifest.json and triggers package resolution. Note: Built-in packages and packages that are dependencies of other installed packages cannot be removed. Note: Package removal may trigger a domain reload. The result will be sent after the reload completes. Use 'package-list' tool to list installed packages first.
- ▌ Package Search · idocohen560Search for packages in both Unity Package Manager registry and installed packages. Use this to find packages by name before installing them. Returns available versions and installation status. Searches both the Unity registry and locally installed packages (including Git, local, and embedded sources). Results are prioritized: exact name match, exact display name match, name substring, display name substring, description substring. Note: Online mode fetches exact matches from live registry, then supplements with cached substring matches.
- ▌ Scene Get Data · idocohen560This tool retrieves the list of root GameObjects in the specified scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
- ▌ Script Execute · idocohen560Compiles and executes C# code dynamically using Roslyn. The provided code must define a class with a static method to execute.
- ▌ Assets Get Data · idocohen560Get asset data from the asset file in the Unity project. It includes all serializable fields and properties of the asset. Use 'assets-find' tool to find asset before using this tool.
- ▌ Gameobject Find · idocohen560Finds specific GameObject by provided information in opened Prefab or in a Scene. First it looks for the opened Prefab, if any Prefab is opened it looks only there ignoring a scene. If no opened Prefab it looks into current active scene. Returns GameObject information and its children. Also, it returns Components preview just for the target GameObject.
- ▌ Object Get Data · idocohen560Get data of the specified Unity Object. Returns serialized data of the object including its properties and fields. If need to modify the data use 'object-modify' tool.
- ▌ Uw Scriptable Object Arch · idocohen560Generate ScriptableObject-based systems including data containers, event channels, and runtime sets. Use when creating game data (weapons, enemies, items, abilities), cross-system events, or live object tracking. Triggers on requests like "create weapon data", "add an event system", "make a runtime set", "decouple these systems", "create item database", "add a damage event", "track active enemies", "create a config SO", "add game settings data", or any task involving ScriptableObject data containers, event-driven communication, or runtime object tracking. Reads ProjectConfig.yaml -> architecture_pattern to determine SO-first vs DI-first context.
- ▌ Uw Unity Feature Scaffold · idocohen560Create a complete feature module with folder structure, Assembly Definition (.asmdef), test assembly, and namespace. Use when adding a new feature, system, or module to a Unity project. Triggers on requests like "create a new feature", "scaffold a module", "add a combat system", "I need a health system", "set up inventory", "create a new module for X", "add a new system", "new feature folder", or any task requiring new folders, assemblies, or namespaces for a gameplay feature — even when the user just names a system they want to build from scratch. Reads ProjectConfig.yaml for folder_strategy and MCP availability.
- ▌ Console Get Logs · idocohen560Retrieves Unity Editor logs. Useful for debugging and monitoring Unity Editor activity.
- ▌ Scene Set Active · idocohen560Set the specified opened scene as the active scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
- ▌ Gameobject Create · idocohen560Create a new GameObject in opened Prefab or in a Scene. If needed - provide proper 'position', 'rotation' and 'scale' to reduce amount of operations.
- ▌ Gameobject Modify · idocohen560Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects.
- ▌ Scene List Opened · idocohen560Returns the list of currently opened scenes in Unity Editor. Use 'scene-get-data' tool to get detailed information about a specific scene.
- ▌ Screenshot Camera · idocohen560Captures a screenshot from a camera and returns it as an image. If no camera is specified, uses the Main Camera. Returns the image directly for visual inspection by the LLM.
- ▌ Assets Prefab Open · idocohen560Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode.
- ▌ Assets Prefab Save · idocohen560Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
- ▌ Console Clear Logs · idocohen560Clears the MCP log cache (used by console-get-logs) and the Unity Editor Console window. Useful for isolating errors related to a specific action by clearing logs before performing the action.
- ▌ Gameobject Destroy · idocohen560Destroy GameObject and all nested GameObjects recursively in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first.
- ▌ Unity Skill Create · idocohen560Create a new skill using C# code. It will be added into the project as a .cs file and compiled by Unity. The skill will be available for use after compilation. It must be a partial class decorated with [McpPluginToolType]. Each tool method must be decorated with [McpPluginTool]. The class name should match the file name. All Unity API calls must use com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(). Return a data model for structured output, or void for side-effect-only operations. Full sample: ```csharp #nullable enable using System; using System.ComponentModel; using com.IvanMurzak.McpPlugin; using com.IvanMurzak.ReflectorNet.Utils; using com.IvanMurzak.Unity.MCP.Editor.Utils; using com.IvanMurzak.Unity.MCP.Runtime.Data; using UnityEditor; using UnityEngine; namespace com.IvanMurzak.Unity.MCP.Editor.API { [McpPluginToolType] public partial class Tool_Sample { [McpPluginTool("sample-get", Title = "Sample / Get")] [Description("Finds a GameObject and returns its ref data.")] public GameObjectRef Get
- ▌ Assets Prefab Close · idocohen560Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
- ▌ Assets Create Folder · idocohen560Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
- ▌ Assets Find Built In · idocohen560Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them.
- ▌ Assets Prefab Create · idocohen560Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Use 'gameobject-find' tool to find the target GameObject first.
- ▌ Editor Selection Get · idocohen560Get information about the current Selection in the Unity Editor. Use 'editor-selection-set' tool to set the selection.
- ▌ Editor Selection Set · idocohen560Set the current Selection in the Unity Editor to the provided objects. Use 'editor-selection-get' tool to get the current selection first.
- ▌ Gameobject Duplicate · idocohen560Duplicate GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
- ▌ Screenshot Game View · idocohen560Captures a screenshot from the Unity Editor Game View and returns it as an image. Reads the Game View's own render texture directly via the Unity Editor API. The image size matches the current Game View resolution. Returns the image directly for visual inspection by the LLM.
- ▌ Type Get JSON Schema · idocohen560Generates a JSON Schema for a given C# type name using reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. The type must be present in any loaded assembly. Use the full type name (e.g. 'UnityEngine.Vector3') for best results.
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- ▌ Gameobject Set Parent · idocohen560Set parent GameObject to list of GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
- ▌ Screenshot Scene View · idocohen560Captures a screenshot from the Unity Editor Scene View and returns it as an image. Returns the image directly for visual inspection by the LLM.
- ▌ Assets Material Create · idocohen560Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.
- ▌ Assets Shader Get Data · idocohen560Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.
- ▌ Assets Shader List All · idocohen560List all available shaders in the project assets and packages. Returns their names. Use this to find a shader name for 'assets-material-create' tool.
- ▌ Reflection Method Call · idocohen560Call C# method. Any method could be called, even private methods. It requires to receive proper method schema. Use 'reflection-method-find' to find available method before using it. Receives input parameters and returns result.
- ▌ Reflection Method Find · idocohen560Find method in the project using C# Reflection. It looks for all assemblies in the project and finds method by its name, class name and parameters. Even private methods are available. Use 'reflection-method-call' to call the method after finding it.
- ▌ Tool Set Enabled State · idocohen560Enable or disable MCP tools by name. Allows controlling which tools are available for the AI agent.
- ▌ Script Update Or Create · idocohen560Updates or creates script file with the provided C# code. Does AssetDatabase.Refresh() at the end. Provides compilation error details if the code has syntax errors. Use 'script-read' tool to read existing script files first.
- ▌ Gameobject Component Add · idocohen560Add Component to GameObject in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first. Use 'gameobject-component-list-all' tool to find the component type names to add.
- ▌ Gameobject Component Get · idocohen560Get detailed information about a specific Component on a GameObject. Returns component type, enabled state, and optionally serialized fields and properties. Use this to inspect component data before modifying it. Use 'gameobject-find' tool to get the list of all components on the GameObject.
- ▌ Assets Prefab Instantiate · idocohen560Instantiates prefab in the current active scene. Use 'assets-find' tool to find prefab assets in the project.
- ▌ Gameobject Component Modify · idocohen560Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying.
- ▌ Editor Application Get State · idocohen560Returns available information about 'UnityEditor.EditorApplication'. Use it to get information about the current state of the Unity Editor application. Such as: playmode, paused state, compilation state, etc.
- ▌ Editor Application Set State · idocohen560Control the Unity Editor application state. You can start, stop, or pause the 'playmode'. Use 'editor-application-get-state' tool to get the current state first.
- ▌ Gameobject Component Destroy · idocohen560Destroy one or many components from target GameObject. Can't destroy missed components. Use 'gameobject-find' tool to find the target GameObject and 'gameobject-component-get' to get component details first.
- ▌ Gameobject Component List All · idocohen560List C# class names extended from UnityEngine.Component. Use this to find component type names for 'gameobject-component-add' tool. Results are paginated to avoid overwhelming responses.
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- ▌ Art Bible · idocohen560Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.
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- ▌ Uw Code Review · idocohen560Pre-commit code quality review for Unity C# code. Checks against Rules, CODING_STANDARDS.md, NAMING_CONVENTIONS.md, and GDD Gherkin test coverage. Use when code has been written and tests are passing but before committing. Runs automatically at Step 8.5 of /uw-cmd-implement-feature. Triggers on "review this code", "check my implementation", "pre-commit review", "code review", "check before commit", "is this ready to commit", "review my changes", or any request to validate code quality before committing.
- ▌ Uw Network Setup · idocohen560 bundleGenerates networking boilerplate adapted to the project's chosen networking package (NGO, Mirror, Photon). Use when setting up multiplayer systems, syncing state, writing RPCs, building lobbies, or designing an authority matrix. Triggers on requests like "add multiplayer", "sync player health", "create an RPC", "set up lobbies", "make this networked", "add co-op", "replicate this across clients", "spawn networked objects", "handle player disconnect", "create a matchmaking system", or any task involving network state synchronization, remote procedure calls, or client-server architecture. Always reads ProjectConfig.yaml -> networking before generating code. If networking is "none", do NOT generate networking code.
- ▌ Uw State Machine · idocohen560Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character states", "screen flow", "game flow", "add states to", "idle/run/jump", "menu flow", "AI states", "boss phases", or any task involving managing discrete states with transitions between them. Reads ProjectConfig.yaml -> architecture_pattern to adapt patterns for SO-first or DI-first.
- ▌ Design Review · idocohen560Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.
- ▌ Uw Unity Debugging · idocohen560Systematic 4-phase debugging framework for Unity projects with GameDebug wrapper generation. Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes. Triggers on requests like "this doesn't work", "there's a bug", "it crashes when", "fix this error", "why is this happening", "null reference exception", "test is failing", "unexpected behavior", "something broke", or any debugging task. Four-phase framework (gather evidence, isolate, hypothesize, fix) that ensures understanding before attempting solutions.
- ▌ Tests Run · idocohen560Execute Unity tests and return detailed results. Supports filtering by test mode, assembly, namespace, class, and method. Recommended to use 'EditMode' for faster iteration during development.
- ▌ Tool List · idocohen560List all available MCP tools. Optionally filter by regex across tool names, descriptions, and arguments.
- ▌ Scene Open · idocohen560Open scene from the project asset file. Use 'assets-find' tool to find the scene asset first.
- ▌ Scene Save · idocohen560Save Opened scene to the asset file. Use 'scene-list-opened' tool to get the list of all opened scenes.
- ▌ Uw UI Toolkit Binder · idocohen560Generate Unity 6+ UI Toolkit Runtime Data Binding code using MVVM pattern with [CreateProperty], DataBinding, and PropertyPath. Use when creating UI screens, HUDs, menus, inventories, settings panels, or any data-bound UI elements with UI Toolkit. Triggers on requests like "create a health bar", "build the HUD", "make a settings screen", "bind data to UI", "create an inventory UI", "add a pause menu", "show player stats on screen", "build a shop UI", "create a dialogue box", or any task involving runtime UI layout, styling, or data display. Also use when the user mentions UXML, USS, ViewModel, or UI bindings. Only activates when ProjectConfig.yaml -> ui_system is "UIToolkit" or "Mixed". Requires Unity 6.0+.
- ▌ Uw Unity Test Runner · idocohen560Generates EditMode and PlayMode tests using NUnit, mapped from GDD Gherkin scenarios. Use when writing tests, validating features, ensuring code quality, or verifying behavior after changes. Triggers on requests like "write tests for this", "test the health system", "add unit tests", "verify this works", "add PlayMode tests", "test this feature", "write integration tests", "make sure this doesn't break", "add test coverage", "TDD this feature", or any task involving test creation, test-driven development, or quality assurance. Maps Given/When/Then scenarios directly to test methods using NUnit assertions.
- ▌ Assets Copy · idocohen560Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
- ▌ Assets Find · idocohen560Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames).
- ▌ Assets Move · idocohen560Move the assets at paths in the project. Should be used for asset rename. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before moving.
- ▌ Package Add · idocohen560Install a package from the Unity Package Manager registry, Git URL, or local path. This operation modifies the project's manifest.json and triggers package resolution. Note: Package installation may trigger a domain reload. The result will be sent after the reload completes. Use 'package-search' tool to search for packages and 'package-list' to list installed packages.
- ▌ Script Read · idocohen560Reads the content of a script file and returns it as a string. Use 'script-update-or-create' tool to update or create script files.
- ▌ Uw Unity Editor Tools · idocohen560 bundleGenerate custom editor tooling including Custom Inspectors, PropertyDrawers, EditorWindows, Gizmos, and Handles. Use when building designer-facing tools, spatial visualization, batch operations, or custom component UIs. Triggers on requests like "create a custom inspector", "add gizmos", "build an editor window", "make this component designer-friendly", "add a debug visualization", "create a level editor tool", "add a property drawer", "make a batch rename tool", or any editor tooling work. Always uses SerializedProperty and Undo for safety.
- ▌ Package List · idocohen560List all packages installed in the Unity project (UPM packages). Returns information about each installed package including name, version, source, and description. Use this to check which packages are currently installed before adding or removing packages.
- ▌ Scene Create · idocohen560Create new scene in the project assets. Use 'scene-list-opened' tool to list all opened scenes after creation.
- ▌ Scene Unload · idocohen560Unload scene from the Opened scenes in Unity Editor. Use 'scene-list-opened' tool to get the list of all opened scenes.
- ▌ Uw Unity Project Setup · idocohen560Full project initialization wizard from ProjectConfig, including folders, packages, Git, and MCP setup. Use when setting up a new Unity project from scratch, creating the folder structure, or bootstrapping infrastructure. Triggers on requests like "set up a new project", "create folder structure", "initialize the project", or "/uw-cmd-setup-project". Reads ProjectConfig.yaml for all decisions.
- ▌ Assets Delete · idocohen560Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
- ▌ Assets Modify · idocohen560Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.
- ▌ Object Modify · idocohen560Modify the specified Unity Object. Allows direct modification of object fields and properties. Use 'object-get-data' first to inspect the object structure before modifying.
- ▌ Script Delete · idocohen560Delete the script file(s). Does AssetDatabase.Refresh() and waits for Unity compilation to complete before reporting results. Use 'script-read' tool to read existing script files first.
- ▌ Uw Dependency Injection · idocohen560 bundleOpt-in DI architecture using Reflex for Unity 6+. Covers container setup, scoping, injection, command pattern, update management, and class taxonomy. Use when ProjectConfig.yaml -> architecture_pattern is "di-first", or when the user asks about dependency injection, inversion of control, service architecture, or testable game code. Triggers on "set up DI", "add dependency injection", "create a service", "wire up dependencies", "make this testable", "decouple these systems", "add a command pattern", "cross-feature communication", or architecture discussions involving testability, decoupling, and service layers. Only activates when ProjectConfig.yaml -> architecture_pattern is "di-first". For simpler projects, use uw-scriptable-object-arch instead.
- ▌ Uw Game Feel Integrator · idocohen560 bundleInject juice and game feel into gameplay code using the project's chosen middleware. Use when adding screen shake, tweens, particles, audio feedback, haptics, hitstop, or any form of "juice" to gameplay events. Triggers on requests like "add juice", "make this feel better", "add screen shake", "polish this feature", "add feedback to this action", "make the hit feel impactful", "add particles when", "screen shake on damage", "tween this", "add camera shake", "make this snappy", or any game feel, polish, or feedback work. Always reads ProjectConfig.yaml -> feel_tools and docs/GFD.md Feedback Matrix before generating code.