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Copy file name to clipboardExpand all lines: 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.",
|[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 |
Copy file name to clipboardExpand all lines: plugins/AUN-PN/unity-agent-workflows/skills/unity-agent-workflows/SKILL.md
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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. |
| 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. |
| 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`|
| 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`|
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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Missing source bounds, converted rect, or final drawn rect is FAIL; return a runtime probe plan only.
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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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shared helper/factory/global selector:
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callers outside requested surfaces:
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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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Shared Caller Blast Radius Gate:
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```text
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