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@@ -262,7 +262,7 @@ AI doesn't just generate text — it **calls code** for real actions:
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| Tool | What it does | Who uses it |
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|------|--------------|-------------|
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| 🌍 **WorldCommandTool**| Spawns primitives/prefabs and moves, rotates, scales, parents, or toggles objects in the world | Creator AI |
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| 🌍 **WorldLlmTool** (`world_command`)| Spawns primitives/prefabs and moves, rotates, scales, parents, or toggles objects in the world | Creator AI |
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| 🧱 **component_command**| Adds/configures curated Unity components such as `Rigidbody`, colliders, and `Light` without reflection | Creator AI |
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| ⚡ **Action/Event Tool**| Calls any C# method or triggers an Event | All Agents |
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| 🧠 **MemoryTool**| Saves/reads memory between sessions | All Agents |
@@ -431,7 +431,7 @@ The table below is a snapshot of a recorded PlayMode run against real LLM backen
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How can you use CoreAI in your game? Here are some "Brainrot-free" ideas:
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1.**The "Alive" Merchant**: Instead of a static list, the blacksmith remembers that you sold him a legendary dragon scale yesterday. He might offer you a "special deal" on a Dragon-slaying sword today.
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2.**Autonomous Game Master**: Let the AI monitor the player's health and resources. If the player is struggling, the GM might "whisper" a hint or "accidentally" spawn a health potion nearby via `WorldCommandTool`.
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2.**Autonomous Game Master**: Let the AI monitor the player's health and resources. If the player is struggling, the GM might "whisper" a hint or "accidentally" spawn a health potion nearby via `WorldLlmTool`.
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3.**Real-time Lore Narrator**: As the player enters a new biome, the AI generates unique lore based on the current weather, time of day, and the player's equipped items.
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4.**AI-Driven Procedural Quests**: Quests are no longer `Kill X Wolves`. An AI King asks you to `Investigate why the wolves are glowing`, and you can actually *interview* the wolves (who might be under a Lua-driven spell).
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5.**Voice/Chat-to-Action**: "Make it rain fire!" -> The AI parses the intent, checks the `WeatherTool`, and executes the corresponding Lua script to trigger a firestorm.
@@ -440,7 +440,7 @@ How can you use CoreAI in your game? Here are some "Brainrot-free" ideas:
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## 🏛️ Architecture
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The repository ships as **five UPM packages**. Only the first two are required; Mods, Hub, and Benchmark are optional and installed independently:
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The repository ships as **six UPM packages**. Only the first two are required; Mods, Hub, Benchmark, and the MCP server are optional and installed independently:
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| Package | What's inside | Depends on |
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|---------|--------------|--------------|
@@ -449,6 +449,7 @@ The repository ships as **five UPM packages**. Only the first two are required;
|**[com.neoxider.coreaimcp](Assets/CoreAIMcp)**| Optional in-game **MCP server** — an external agent (Claude Code, any MCP client) drives the *running* game (`execute_lua`, `manage_mods`, and `world_command`/`screenshot` when present) over localhost HTTP; opt-in, loopback-only |`coreaiunity` + `coreaimods`|
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Mods and Hub are independent optional installs — neither requires the other. When **both** are present, Mods' Hub integration assembly (`CoreAI.Mods.Hub`) auto-enables via the `COREAI_HAS_HUB` version define, adding a Mods page to the Hub window; without Hub installed, that assembly compiles out and Mods works standalone (`execute_lua`/`manage_mods` tools, no Hub UI).
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