📚 CoreAI Documentation — Index
Pick the track that matches your current goal. Every link lands on a self-contained guide; you don't need to read them in order.
Manifests: com.nexoider.coreai (1.7.5) · com.nexoider.coreaiunity (1.7.5)
Repo README: ../../../README.md · Changelog: ../CHANGELOG.md
🟢 Beginner — get something on screen
Install → open scene → connect LLM → press Play.
#
Document
You will learn
1
QUICK_START.md
Install, open _mainCoreAI.unity, wire up a backend
1b
QUICK_START_FULL.md
Full 10-min walkthrough: LM Studio → Unity → first command
1a
COREAI_SINGLETON_API.md
🎯 One class for everyone — CoreAi.AskAsync / Stream / TryGet* (beginner + pro guide)
1c
README_CHAT
💬 Drop-in chat panel + demo scene in one click
2
AGENT_BUILDER
🏗️ Build an NPC in 3 lines, agent modes, recipes
3
COREAI_SETTINGS
⚙️ LLM modes, routing profiles, models, timeout, streaming toggle
4
CHAT_TOOL_CALLING
🛒 Worked example: merchant NPC with inventory
4b
EXAMPLES
📖 Enemies, crafting, auto-repair, merchant, guard
💬 Chat & Streaming — new in 0.20
Document
Topic
COREAI_SINGLETON_API
🎯 One-line API: CoreAi.AskAsync / StreamAsync / OrchestrateAsync
README_CHAT
CoreAiChatPanel, CoreAiChatConfig, FAB/collapse, hotkeys (0.25.3+) , persisted session (0.25.4+) , SubmitMessageFromExternalAsync (0.25.5+) , reliable Stop path (0.25.6+), streaming hierarchy; default window ~650×910 , flush-right scrollbar , optional coreai-long-request-hint (long-turn status)
STREAMING_ARCHITECTURE
SSE / LLMUnity → ThinkBlockStreamFilter → UI; orchestrator streaming; cancellation; known limits
STREAMING_WEBGL_TODO
WebGL: UnityWebRequest vs optional WebGlNativeStreaming (fetch jslib); history + verification checklist
WEBGL_BUILD_TROUBLESHOOTING
WebGL Player build: LLVM OOM during IL2CPP, IOException under ProjectSettings/Packages, StreamingAssets preprocess log
HTTP_TRANSPORT_SPEC
IOpenAiHttpTransport — HttpClient vs UnityWebRequest (WebGL); simulated streaming
🟡 Intermediate — tools, memory, roles
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Document
You will learn
5
TOOL_CALL_SPEC
🔧 All built-in tools: memory, Lua, world, inventory, scene, camera
5b
JSON_COMMAND_FORMAT
📋 JSON command format per role (reference)
6
MemorySystem
🧠 MemoryTool vs ChatHistory, per-role config
6a
MEMORY_STORE_CUSTOM_BACKENDS
💾 IAgentMemoryStore: PlayerPrefs, cloud save, composite (offline-first)
7
AI_AGENT_ROLES
🤖 5 built-in roles, model selection strategy
8
WORLD_COMMANDS
🌍 Spawn/move/scene control from sandboxed Lua
9
LLMUNITY_SETUP_AND_MODELS
📦 LLMUnity, GGUF, OpenAI HTTP, Lua pipeline
9b
TROUBLESHOOTING
🔧 Model silent, Lua crashed, memory not written, PlayMode HTTP 500 / LM Studio (0.25.7+) ; CoreAI → Delete All Persistent Saves... clears persistentDataPath/CoreAI
🔴 Architecture — how it works inside
DI, threading, spec, pipelines.
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Document
You will learn
10
DEVELOPER_GUIDE
🗺️ Code map, LLM → commands pipeline, PR checklist; child scope + GlobalMessagePipe for LLM subscribers
10a
ARCHITECTURE
Clean architecture layers, LLM modes, MessagePipe; § child LifetimeScope vs GlobalMessagePipe ; § source comments (English, TODO/HACK)
10c
CODE_AUDIT_AND_FOLLOWUPS
Comment/language backlog and logic notes from manual audits
10b
COMMAND_FLOW_DIAGRAM
🗺️ Diagram: how a command travels through the system
11
DGF_SPEC
📐 Normative spec: DI, threads, authority, §9.4 main-thread rules
12
MEAI_TOOL_CALLING
🛠️ MEAI pipeline: ILlmTool → AIFunction → FunctionInvokingChatClient
12a
LLM_ROUTING
🔀 Portable routing modes, policy hooks, usage sinks, timeouts vs HTTP
12b
MEAI_TOKENS_FACT_VS_ESTIMATE
📊 Provider usage vs pre-request estimates; SSE stream_options; HTTP vs orchestrator timeouts; tool diagnostics
12c
CoreAI/Docs/README
📑 Index of every guide under Assets/CoreAI/Docs
13
MULTIPLAYER_AI
🌐 Multiplayer + AI: host authority, replication
14
GameTemplateGuides/INDEX
📚 Per-title guides: networking, orchestration, roles
Document
Tests
Scope
CraftingMemory_README
5
🤖 Crafting workflow: Creator → CoreMechanic → Programmer
Play Mode layout
—
FastNoLlm vs LlmVerification vs Scenarios (+ Shared , LlmInfra )
ThinkBlockStreamFilterEditModeTests
24
Streaming <think> filter, including split-tag cases
SecureLuaSandboxEditModeTests
—
Sandbox escape: io/os/debug/load/loadfile/dofile, step/timeout guard
SmartToolCallingChatClientEditModeTests
—
Duplicate detection, AllowDuplicates, missing tools, exceptions
InGameLlmChatServiceEditModeTests
—
Sliding-window rate limiter
CoreAiChatServiceEditModeTests
—
Streaming enablement hierarchy (UI → per-agent → global)
LuaExecutionPipelineEditModeTests
8
Lua sandbox: exec success/failure, repair loop, role isolation
MultiAgentCraftingWorkflowPlayModeTests
2
Full workflow over a live LLM
CraftingMemoryViaLlmUnityPlayModeTests
1
Local GGUF: 4 crafts + determinism
CraftingMemoryViaOpenAiPlayModeTests
2
HTTP: 4 crafts + 2 quick crafts
CoreAiChatPanelStopPlayModeTests
1
StopAgent() cancels active request CTS, clears sending/streaming
AgentMemoryWithRealModelPlayModeTests
1
Real LLM memory write + recall (Ignore on recall 5xx after retries, 0.25.7+)
🎮 Example game (Assets/_exampleGame)
Live plan and recently-found gaps: ../../../TODO.md .