← all publishers

IdoCohen560

@idocohen560 source repo

201 published skills · page 2 of 3

  1. Architecture Decision · idocohen560
    Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
    0
    installs
  2. Tools Unity Animation · idocohen560
    Unity animation patterns including Animancer, state machines, and performance optimization.
    0
    installs
  3. Tools Unity Profiling · idocohen560
    Unity profiling patterns including ProfilerMarkers, FrameTimingManager, memory profiling, and performance budgets.
    0
    installs
  4. Unity Physics Queries · idocohen560 bundle
    Unity 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.
    0
    installs
  5. Tools Unity Flowcanvas · idocohen560
    FlowCanvas visual scripting patterns for abilities, custom nodes, and graph execution.
    0
    installs
  6. Tools Unity Memorypack · idocohen560
    MemoryPack high-performance binary serialization for Unity including custom formatters, versioning, and performance patterns.
    0
    installs
  7. Tools Unity Primetween · idocohen560
    PrimeTween high-performance tweening library patterns for animations, UI, and sequencing.
    0
    installs
  8. Tools Unity Vcontainer · idocohen560
    VContainer dependency injection patterns for Unity including lifecycle management, scoped registrations, and common pitfalls.
    0
    installs
  9. Create Control Manifest · idocohen560
    After 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).
    0
    installs
  10. Propagate Design Change · idocohen560
    When 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.
    0
    installs
  11. Tools Unity Cinemachine · idocohen560
    Unity Cinemachine camera system patterns including virtual cameras, blending, and state-driven cameras.
    0
    installs
  12. Unity Game Architecture · idocohen560 bundle
    Unity 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.
    0
    installs
  13. Unity Input Correctness · idocohen560 bundle
    Unity 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.
    0
    installs
  14. Unity Packages Services · idocohen560 bundle
    Unity 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.
    0
    installs
  15. Tools Unity Addressables · idocohen560
    Unity Addressables patterns for asset loading, memory management, reference counting, and remote content delivery.
    0
    installs
  16. Tools Unity State Machine · idocohen560
    State machine patterns for Unity including hierarchical states, async transitions, and cleanup safety.
    0
    installs
  17. Tools Unity Object Pooling · idocohen560
    Object pooling patterns for Unity to reduce GC allocations and improve performance.
    0
    installs
  18. Tools Unity Test Framework · idocohen560
    Unity Test Framework patterns for EditMode and PlayMode tests including async testing, mocking, and test organization.
    0
    installs
  19. Eng Unity Mobile Optimization · idocohen560
    Mobile-specific Unity optimization patterns for memory, battery, thermal, and performance.
    0
    installs
  20. Tools Unity Behavior Designer · idocohen560
    Behavior Designer patterns for AI behavior trees including task creation, shared variables, conditionals, and debugging.
    0
    installs
  21. Tools Unity Scriptable Objects · idocohen560
    Unity ScriptableObject patterns for data management, configuration, and runtime systems.
    0
    installs
  22. Tools Unity Gameplay Ability System · idocohen560
    Gameplay Ability System patterns for abilities, effects, attributes, and tags including recursion safety and lifecycle management.
    0
    installs
  23. Uw Skill Creator · idocohen560 bundle
    Create 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.
    0
    installs
  24. Package Remove · idocohen560
    Remove (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.
    0
    installs
  25. Package Search · idocohen560
    Search 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.
    0
    installs
  26. Scene Get Data · idocohen560
    This tool retrieves the list of root GameObjects in the specified scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
    0
    installs
  27. Script Execute · idocohen560
    Compiles and executes C# code dynamically using Roslyn. The provided code must define a class with a static method to execute.
    0
    installs
  28. Assets Get Data · idocohen560
    Get 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.
    0
    installs
  29. Gameobject Find · idocohen560
    Finds 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.
    0
    installs
  30. Object Get Data · idocohen560
    Get 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.
    0
    installs
  31. Uw Scriptable Object Arch · idocohen560
    Generate 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.
    0
    installs
  32. Uw Unity Feature Scaffold · idocohen560
    Create 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.
    0
    installs
  33. Console Get Logs · idocohen560
    Retrieves Unity Editor logs. Useful for debugging and monitoring Unity Editor activity.
    0
    installs
  34. Scene Set Active · idocohen560
    Set the specified opened scene as the active scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
    0
    installs
  35. Gameobject Create · idocohen560
    Create a new GameObject in opened Prefab or in a Scene. If needed - provide proper 'position', 'rotation' and 'scale' to reduce amount of operations.
    0
    installs
  36. Gameobject Modify · idocohen560
    Modify 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.
    0
    installs
  37. Scene List Opened · idocohen560
    Returns the list of currently opened scenes in Unity Editor. Use 'scene-get-data' tool to get detailed information about a specific scene.
    0
    installs
  38. Screenshot Camera · idocohen560
    Captures 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.
    0
    installs
  39. Assets Prefab Open · idocohen560
    Open 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.
    0
    installs
  40. Assets Prefab Save · idocohen560
    Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
    0
    installs
  41. Console Clear Logs · idocohen560
    Clears 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.
    0
    installs
  42. Gameobject Destroy · idocohen560
    Destroy GameObject and all nested GameObjects recursively in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first.
    0
    installs
  43. Unity Skill Create · idocohen560
    Create 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
    0
    installs
  44. Assets Prefab Close · idocohen560
    Close 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.
    0
    installs
  45. Assets Create Folder · idocohen560
    Creates 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.
    0
    installs
  46. Assets Find Built In · idocohen560
    Search 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.
    0
    installs
  47. Assets Prefab Create · idocohen560
    Create 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.
    0
    installs
  48. Editor Selection Get · idocohen560
    Get information about the current Selection in the Unity Editor. Use 'editor-selection-set' tool to set the selection.
    0
    installs
  49. Editor Selection Set · idocohen560
    Set the current Selection in the Unity Editor to the provided objects. Use 'editor-selection-get' tool to get the current selection first.
    0
    installs
  50. Gameobject Duplicate · idocohen560
    Duplicate GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
    0
    installs
  51. Screenshot Game View · idocohen560
    Captures 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.
    0
    installs
  52. Type Get JSON Schema · idocohen560
    Generates 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.
    0
    installs
  53. Unity Skill Generate · idocohen560
    Generate all skills from the existed Tools in the Unity Project.
    0
    installs
  54. Gameobject Set Parent · idocohen560
    Set parent GameObject to list of GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
    0
    installs
  55. Screenshot Scene View · idocohen560
    Captures a screenshot from the Unity Editor Scene View and returns it as an image. Returns the image directly for visual inspection by the LLM.
    0
    installs
  56. Assets Material Create · idocohen560
    Create 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.
    0
    installs
  57. Assets Shader Get Data · idocohen560
    Get 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.
    0
    installs
  58. Assets Shader List All · idocohen560
    List all available shaders in the project assets and packages. Returns their names. Use this to find a shader name for 'assets-material-create' tool.
    0
    installs
  59. Reflection Method Call · idocohen560
    Call 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.
    0
    installs
  60. Reflection Method Find · idocohen560
    Find 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.
    0
    installs
  61. Tool Set Enabled State · idocohen560
    Enable or disable MCP tools by name. Allows controlling which tools are available for the AI agent.
    0
    installs
  62. Script Update Or Create · idocohen560
    Updates 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.
    0
    installs
  63. Gameobject Component Add · idocohen560
    Add 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.
    0
    installs
  64. Gameobject Component Get · idocohen560
    Get 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.
    0
    installs
  65. Assets Prefab Instantiate · idocohen560
    Instantiates prefab in the current active scene. Use 'assets-find' tool to find prefab assets in the project.
    0
    installs
  66. Gameobject Component Modify · idocohen560
    Modify 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.
    0
    installs
  67. Editor Application Get State · idocohen560
    Returns 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.
    0
    installs
  68. Editor Application Set State · idocohen560
    Control 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.
    0
    installs
  69. Gameobject Component Destroy · idocohen560
    Destroy 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.
    0
    installs
  70. Gameobject Component List All · idocohen560
    List 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.
    0
    installs
  71. Unity Graphics · idocohen560 bundle
    Unity Graphics and Rendering
    0
    installs
  72. Art Bible · idocohen560
    Guided, 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.
    0
    installs
  73. Ping · idocohen560
    Lightweight readiness probe. Returns the input message or 'pong' if omitted.
    0
    installs
  74. Uw Code Review · idocohen560
    Pre-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.
    0
    installs
  75. Uw Network Setup · idocohen560 bundle
    Generates 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.
    0
    installs
  76. Uw State Machine · idocohen560
    Interface-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.
    0
    installs
  77. Design Review · idocohen560
    Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.
    0
    installs
  78. Uw Unity Debugging · idocohen560
    Systematic 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.
    0
    installs
  79. Tests Run · idocohen560
    Execute 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.
    0
    installs
  80. Tool List · idocohen560
    List all available MCP tools. Optionally filter by regex across tool names, descriptions, and arguments.
    0
    installs
  81. Scene Open · idocohen560
    Open scene from the project asset file. Use 'assets-find' tool to find the scene asset first.
    0
    installs
  82. Scene Save · idocohen560
    Save Opened scene to the asset file. Use 'scene-list-opened' tool to get the list of all opened scenes.
    0
    installs
  83. Uw UI Toolkit Binder · idocohen560
    Generate 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+.
    0
    installs
  84. Uw Unity Test Runner · idocohen560
    Generates 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.
    0
    installs
  85. Assets Copy · idocohen560
    Copy 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.
    0
    installs
  86. Assets Find · idocohen560
    Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames).
    0
    installs
  87. Assets Move · idocohen560
    Move 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.
    0
    installs
  88. Package Add · idocohen560
    Install 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.
    0
    installs
  89. Script Read · idocohen560
    Reads the content of a script file and returns it as a string. Use 'script-update-or-create' tool to update or create script files.
    0
    installs
  90. Uw Unity Editor Tools · idocohen560 bundle
    Generate 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.
    0
    installs
  91. Package List · idocohen560
    List 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.
    0
    installs
  92. Scene Create · idocohen560
    Create new scene in the project assets. Use 'scene-list-opened' tool to list all opened scenes after creation.
    0
    installs
  93. Scene Unload · idocohen560
    Unload scene from the Opened scenes in Unity Editor. Use 'scene-list-opened' tool to get the list of all opened scenes.
    0
    installs
  94. Uw Unity Project Setup · idocohen560
    Full 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.
    0
    installs
  95. Assets Delete · idocohen560
    Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
    0
    installs
  96. Assets Modify · idocohen560
    Modify 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.
    0
    installs
  97. Object Modify · idocohen560
    Modify the specified Unity Object. Allows direct modification of object fields and properties. Use 'object-get-data' first to inspect the object structure before modifying.
    0
    installs
  98. Script Delete · idocohen560
    Delete 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.
    0
    installs
  99. Uw Dependency Injection · idocohen560 bundle
    Opt-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.
    0
    installs
  100. Uw Game Feel Integrator · idocohen560 bundle
    Inject 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.
    0
    installs