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chore: sync marketplace artifacts with README
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.agents/plugins/marketplace.json

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"source": "local",
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"path": "./plugins/Habib0x0/spec-driven-plugin"
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},
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"icon": "./plugins/Habib0x0/spec-driven-plugin/assets/spec-driven-icon.svg",
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"policy": {
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"installation": "AVAILABLE",
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"authentication": "ON_INSTALL"

plugins.json

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"name": "awesome-codex-plugins",
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"version": "1.0.0",
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"last_updated": "2026-05-17",
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"total": 78,
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"total": 79,
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"categories": [
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"Development & Workflow",
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"Tools & Integrations"

plugins/AUN-PN/unity-agent-workflows/.codex-plugin/plugin.json

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{
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"name": "unity-agent-workflows",
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"version": "0.4.0",
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"version": "0.4.2",
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"description": "Codex skill for safer Unity AI agent workflows, runtime-owner proof, runtime numeric proof, multi-agent scope ownership, and Unity game development automation.",
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"author": {
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"name": "AUN-PN"

plugins/AUN-PN/unity-agent-workflows/README.md

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@@ -292,7 +292,15 @@ The main [SKILL.md](SKILL.md) stays short. Deeper workflow rules live in `refere
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| -------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------- |
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| [references/ai-workflows.md](references/ai-workflows.md) | universal workflow, Routing Card, closeout shape |
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| [references/project-structure-discovery.md](references/project-structure-discovery.md) | live Unity structure discovery and `UNITY_STRUCTURE.md` maps |
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| [references/runtime-owner-proof.md](references/runtime-owner-proof.md) | runtime-visible owner proof and repeated-fix diagnostics |
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| [references/runtime-owner-proof.md](references/runtime-owner-proof.md) | core runtime-visible owner chain and lazy proof router |
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| [references/visible-object-identity.md](references/visible-object-identity.md) | competing visible owners and anti-anchoring checks |
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| [references/multi-surface-visible.md](references/multi-surface-visible.md) | menu/gameplay/preview/runtime surface proof |
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| [references/asset-source-lock.md](references/asset-source-lock.md) | asset variants, source IDs, and fallback locks |
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| [references/screenshot-text-owner.md](references/screenshot-text-owner.md) | visible text, TMP, and localization owner proof |
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| [references/shared-caller-blast-radius.md](references/shared-caller-blast-radius.md) | shared helper/factory caller blast-radius proof |
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| [references/runtime-visible-output.md](references/runtime-visible-output.md) | output hard stops and hardcoded layout guard |
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| [references/runtime-numeric-proof.md](references/runtime-numeric-proof.md) | repeated visible mismatch numeric proof |
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| [references/serialized-persistence.md](references/serialized-persistence.md) | scene/prefab serialized persistence proof |
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| [references/runtime-visible-targets.md](references/runtime-visible-targets.md) | focus, highlight, click target, marker, and fallback rules |
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| [references/target-bounds-catalog.md](references/target-bounds-catalog.md) | UI, 2D world, VFX, safe-area, and TMP bounds choices |
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| [references/coordinate-space-conversion.md](references/coordinate-space-conversion.md) | world/local/screen/viewport/canvas/camera/safe-area/RenderTexture conversion |

plugins/AUN-PN/unity-agent-workflows/package.json

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{
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"name": "unity-agent-workflows",
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"version": "0.4.0",
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"version": "0.4.2",
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"description": "Codex skill and npx installer for safer Unity AI agent workflows, runtime owner proof, and Unity game development automation.",
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"bin": {
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"unity-agent-workflows": "bin/unity-agent-workflows.js"

plugins/AUN-PN/unity-agent-workflows/skills/unity-agent-workflows/SKILL.md

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---
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name: unity-agent-workflows
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description: Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first content changes, validation, cleanup proof, or durable workflow rules. Best when agents must prove the actual folder/module/scene/prefab/runtime owner before editing, especially runtime UI, generated assets, code graphs, tutorial/state flows, guided equipment/shop flows, overlay/dim source-bound mistakes, coordinate conversions, focus/highlight/marker/HUD alignment, or repeated "fix still not visible" failures.
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description: Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first content changes, validation, cleanup proof, or durable workflow rules. Best when agents must prove the actual folder/module/scene/prefab/runtime owner before editing, especially runtime UI, generated assets, code graphs, tutorial/state flows, guided selection/action flows, overlay/dim source-bound mistakes, coordinate conversions, focus/highlight/marker/HUD alignment, or repeated "fix still not visible" failures.
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license: MIT
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---
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| Runtime/visible bug | Prove owner chain before editing. |
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| Runtime-visible output, target alignment, focus/highlight/marker/HUD, overlay, input blocker, modal dimming, duplicate names, hardcoded layout, "do not guess" | Runtime Visible Output Hard Stop. |
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| Screenshot or visible UI text fix | Screenshot Text Owner Gate; search exact visible text/localization key and prove creator plus refresh writer before editing. |
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| Visual/model/sprite/asset integration where feature name, source asset, factory, or visible surface may disagree | Visible Object Identity Lock and Single-Agent Anti-Anchoring Guard before editing. |
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| Visual/model/sprite/asset integration where feature name, source asset, factory, or visible surface may disagree | Visible Object Identity Lock, Multi-Surface Visible Behavior Lock, and Single-Agent Anti-Anchoring Guard before editing. |
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| Same visible behavior requested across multiple scenes/surfaces, or words like "also", "after transition", "menu and gameplay", "preview and runtime", "scene A and scene B" | Multi-Surface Visible Behavior Lock; prove each surface owner, active caller, asset/factory dependency, and fallback behavior before editing any surface. |
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| Shared factory/helper/style/global method candidate for a scoped visible surface | Shared Caller Blast Radius Gate: prove allowed runtime caller(s), all other callers, and whether the patch is surface-local before editing. |
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| Overlay/dim source-bound mistakes | Prove source target bounds; overlay/dim/mask/blocker rects are destination output unless explicit marker proof exists. |
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| Repeated visible-output mismatch after patch | Runtime numeric proof before another coordinate/layout/fallback patch. |
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| UI, screenshot, HUD, menu, safe area, TMP, spotlight | UI workflow plus runtime-owner proof and validation. |
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| Visual source asset | Source asset/generator gate before Unity integration code. |
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| Content, progression, economy, levels, objectives, gameplay tuning | Data-first content workflow. |
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| Tutorial, onboarding, mission, unlock, equipment, reward, shop, navigation, state transition, guided equipment/shop flows | State-step guards. |
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| Tutorial, onboarding, objective, unlock, selection, action, navigation, state transition, guided selection/action flows | State-step guards. |
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| Compile/runtime doubt, stale Bee/Roslyn response files, Play Mode proof | Validation workflow. |
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| Cleanup/deletion/generated files/git hygiene | Cleanup proof. |
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| Rule/session mining/workflow update | Patch only the owning artifact. |
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| Task trigger | References before editing |
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|---|---|
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| UI, screenshot, HUD, menu, safe area, TMP, visible target, focus, highlight, spotlight, modal dimming | `references/ui-and-visual-assets.md`, `references/runtime-owner-proof.md` |
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| Screenshot text, visible UI label, localized UI text, runtime text styling, shared factory/helper candidate | `references/runtime-owner-proof.md`, `references/ai-workflows.md` |
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| Visual/model/sprite/asset integration where feature name, source asset, factory, or visible surface may disagree | `references/runtime-owner-proof.md`, `references/ui-and-visual-assets.md` |
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| Shared factory/helper/style/global method candidate for a scoped visible surface | `references/runtime-owner-proof.md`, `references/ai-workflows.md` |
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| UI, screenshot, HUD, menu, safe area, TMP, visible target, focus, highlight, spotlight, modal dimming | `references/ui-and-visual-assets.md`, `references/runtime-owner-proof.md`, then only needed visible/text/output details |
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| Screenshot text, visible UI label, localized UI text, runtime text styling, shared factory/helper candidate | `references/runtime-owner-proof.md`, `references/screenshot-text-owner.md`, `references/ai-workflows.md` |
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| Visual/model/sprite/asset integration where feature name, source asset, factory, or visible surface may disagree | `references/runtime-owner-proof.md`, `references/visible-object-identity.md`, `references/asset-source-lock.md`, `references/ui-and-visual-assets.md` |
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| Shared factory/helper/style/global method candidate for a scoped visible surface | `references/runtime-owner-proof.md`, `references/shared-caller-blast-radius.md`, `references/ai-workflows.md` |
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| Runtime-visible bug, repeated "still wrong", duplicate object names, real object/position request | `references/runtime-owner-proof.md` |
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| Overlay/dim source-bound mismatch, wrong source bounds, focus hole follows wrong target | `references/runtime-owner-proof.md`, `references/runtime-visible-targets.md`, `references/coordinate-space-conversion.md` |
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| Repeated visible-output failure, wrong focus/highlight/marker/HUD/camera position, cross-root/cross-canvas mismatch | `references/runtime-owner-proof.md`, then only needed target/conversion details |
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| Overlay/dim source-bound mismatch, wrong source bounds, focus hole follows wrong target | `references/runtime-owner-proof.md`, `references/runtime-visible-output.md`, `references/runtime-visible-targets.md`, `references/coordinate-space-conversion.md` |
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| Repeated visible-output failure, wrong focus/highlight/marker/HUD/camera position, cross-root/cross-canvas mismatch | `references/runtime-owner-proof.md`, `references/runtime-visible-output.md`, `references/runtime-numeric-proof.md`, then only needed target/conversion details |
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| Same visible behavior across menu/gameplay/preview/runtime/transition/scene surfaces | `references/runtime-owner-proof.md`, `references/multi-surface-visible.md`, `references/asset-source-lock.md` |
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| Serialized scene object, prefab asset, prefab instance, prefab variant, component fields, object refs, editor tooling | `references/runtime-owner-proof.md`, `references/serialized-persistence.md` |
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| Multi-agent Unity visible-output/state-transition work, parallel workers, checker review | `references/ai-workflows.md` plus only the references for the actual visible surface or state flow |
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| New files/classes, moved scripts, asmdef/module routing, dependency direction, hub deflation/refactor | `references/project-structure-discovery.md`, `references/modular-architecture.md`, `references/ai-workflows.md` |
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| New runtime feature, content, progression, levels, economy, objective/data-first work | `references/project-structure-discovery.md`, `references/content-and-systems.md`, `references/ai-workflows.md` |
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| Tutorial, onboarding, mission step, unlock, equipment, reward, shop, navigation gate, state transition | `references/project-structure-discovery.md`, `references/content-and-systems.md`, `references/ai-workflows.md`, `references/unity-validation.md` |
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| Tutorial, onboarding, objective step, unlock, selection/action step, navigation gate, state transition | `references/project-structure-discovery.md`, `references/content-and-systems.md`, `references/ai-workflows.md`, `references/unity-validation.md` |
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| Compile error, validation repair, stale Bee/Roslyn response files, Play Mode proof | `references/unity-validation.md` |
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| Cleanup/deletion/generated files/git hygiene | `references/cleanup-and-git.md` |
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| Rule/session mining/workflow update | `references/session-mining.md` |
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Reference map: `references/ai-workflows.md` = Routing Card/workflow/closeout; `references/workflow-recipes.md` = named recipes; `references/project-structure-discovery.md` = Teach and `UNITY_STRUCTURE*`; `references/modular-architecture.md` = layering/asmdef/hub gates; `references/runtime-owner-proof.md` = owner chain/numeric gate; `references/runtime-visible-targets.md` = focus/click/overlay/fallback target rules; `references/target-bounds-catalog.md` = `markerRect`/`visualRect`/`interactiveRect` choices; `references/coordinate-space-conversion.md` = world/screen/canvas/camera/safe-area conversions; `references/unity-validation.md` = validation ladder/checker failures; `references/ui-and-visual-assets.md` = UI/safe area/visual asset gate; `references/content-and-systems.md` = data-first systems/state steps; `references/cleanup-and-git.md` = deletion/git hygiene; `references/session-mining.md` = durable rules.
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Reference map: `references/ai-workflows.md` = Routing Card/workflow/closeout; `references/workflow-recipes.md` = named recipes; `references/project-structure-discovery.md` = Teach and `UNITY_STRUCTURE*`; `references/modular-architecture.md` = layering/asmdef/hub gates; `references/runtime-owner-proof.md` = core owner chain/router; `references/visible-object-identity.md` = competing visible owners/anti-anchoring; `references/multi-surface-visible.md` = menu/gameplay/preview/runtime surface proof; `references/asset-source-lock.md` = asset variants/source ID locks; `references/screenshot-text-owner.md` = visible text/TMP/localization owner proof; `references/shared-caller-blast-radius.md` = shared helper/factory caller proof; `references/runtime-visible-output.md` = output hard stop/hardcoded layout guard; `references/runtime-numeric-proof.md` = repeated visible mismatch numeric proof; `references/serialized-persistence.md` = scene/prefab serialized persistence; `references/runtime-visible-targets.md` = focus/click/overlay/fallback target rules; `references/target-bounds-catalog.md` = `markerRect`/`visualRect`/`interactiveRect` choices; `references/coordinate-space-conversion.md` = world/screen/canvas/camera/safe-area conversions; `references/unity-validation.md` = validation ladder/checker failures; `references/ui-and-visual-assets.md` = UI/safe area/visual asset gate; `references/content-and-systems.md` = data-first systems/state steps; `references/cleanup-and-git.md` = deletion/git hygiene; `references/session-mining.md` = durable rules.
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Load `references/unity-validation.md` only for edit intent, validation requests, compile/runtime doubt, Play Mode proof, or closeout validation planning. Load `references/workflow-recipes.md` only for named `WF-*` requests, recipe requests, or when `references/ai-workflows.md` is not specific enough. After loading a reference, follow its own `Read` / `Load Extra Detail` table instead of preloading every linked file.
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State-step proof: screen open, click, analytics, or prompt shown is not completion. Prove relevant steps separately: shown, clicked, opened, selected, equipped, claimed, completed, persisted, old-save path, reset path.
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Multi-Surface Visible Behavior Lock for the same visual behavior across scenes/surfaces:
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```text
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requested behavior:
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surface list:
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surface 1 visible object:
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surface 1 owner/caller/writer:
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surface 1 asset/factory dependency:
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surface 1 fallback behavior:
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surface 2 visible object:
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surface 2 owner/caller/writer:
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surface 2 asset/factory dependency:
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surface 2 fallback behavior:
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patch order:
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validation per surface:
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```
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If any requested surface lacks owner/caller/writer or asset/fallback proof, stay read-only for patches and return the missing proof plan. Do not patch only a preview/transition surface when the user also requested gameplay/runtime behavior.
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State-step proof: screen open, click, analytics, or prompt shown is not completion. Prove relevant steps separately: shown, clicked, opened, selected, applied, completed, persisted, old-save path, reset path.
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Sub-agent permission guard: default to one main agent. Before spawning any sub-agent, decide that the work needs independent proof tracks, explain why, list each sub-agent task, state read-only vs edit permission, allowed files/surfaces, forbidden files/surfaces, and checker need, then ask the user. Do not spawn until the user explicitly approves in the same turn, except when the user already explicitly requested sub-agents in that turn.
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Asset/source ID lock: when the user provides a generator ID, asset ID, sprite sheet, prefab, scene, surface, or object name, use only that source and surface. Do not substitute another asset/source or broaden to gameplay/global behavior without asking first.
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Asset Variant Availability Gate: before changing directional sprites, model poses, animation frames, sprite selectors, model factories, or fallback visuals, prove the requested variants exist and identify the runtime fallback when they do not. Missing variants are not a license to patch unrelated surfaces or shared factories; either add a surface-local fallback with caller proof, generate/obtain the missing source asset through the approved asset workflow, or stop and ask.
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```text
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Asset variants checked: yes/no + exact paths/names
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Fallback behavior checked: yes/no + exact method/value
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Coordinate/rendering space checked: yes/no

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