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xeldaralz/everything-claude-unity

20 subagents

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Subagent
unity-build-runnerConfigures and triggers Unity builds via MCP. Handles platform switching, player settings, build profiles, Addressables builds, and monitors build progress via console output.unity-coderImplements Unity features — gameplay systems, components, managers. Identifies required subsystems, loads relevant skills, writes C# scripts with correct namespace/asmdef placement, then uses MCP to…unity-coder-liteLightweight feature implementation — for simple additions like new fields, methods, or straightforward components. Uses sonnet for faster, cheaper execution.unity-criticChallenges implementation plans before execution — identifies risks, missed edge cases, over-engineering, and Unity-specific gotchas. Used by /unity-workflow Plan phase.unity-fixerDiagnoses and fixes Unity bugs. Reads console errors via MCP, checks common Unity-specific causes (missing refs, execution order, coroutine lifecycle, destroyed object access), uses unity_reflect for…unity-fixer-liteQuick bug fixes — for simple issues like missing references, typos, import errors, or obvious one-line fixes. Uses sonnet for faster execution.unity-git-masterUnity-aware git operations — LFS configuration, merge strategies for binary assets, .meta file hygiene, branch naming, .gitattributes maintenance.unity-linterQuick validation pass — checks code against Unity rules without deep reasoning. Haiku-powered for speed.unity-migratorHandles Unity version upgrades, render pipeline migration (Built-in to URP/HDRP), API migration from deprecated APIs, and package version upgrades. Reads project state via MCP, writes migration code,…unity-network-devImplements multiplayer networking — writes network scripts and uses MCP to set up NetworkManager, spawn points, and network prefabs. Supports Netcode for GameObjects, Mirror, Photon, and Fish-Net.unity-optimizerProfiles and optimizes Unity performance. Uses MCP profiler for frame timing, memory snapshots, rendering stats. Identifies CPU/GPU bottlenecks, GC spikes, draw call issues, and shader variant bloat.unity-prototyperThe star agent. Rapid end-to-end prototyping — given a mechanic description, writes C# scripts, builds the test scene via MCP, sets up physics/colliders/camera, wires everything together. One prompt…unity-reviewerReviews Unity C# code for correctness, performance, serialization safety, architecture patterns, and Unity-specific pitfalls. Checks lifecycle ordering, GC in hot paths, CompareTag, cached lookups,…unity-scene-builderBuilds and organizes Unity scenes from natural language descriptions. Creates GameObjects, sets up hierarchy, configures components, lighting, cameras, and physics entirely via MCP tools.unity-scoutFast codebase exploration — scans project structure, finds relevant files, maps dependencies. Haiku-powered for speed and low cost.unity-security-reviewerReviews Unity projects for security vulnerabilities — PlayerPrefs secrets, unencrypted saves, hardcoded API keys, insecure network calls, certificate pinning, debug builds in release config.unity-shader-devCreates and debugs mobile-optimized shaders — HLSL/ShaderLab, ShaderGraph custom nodes, URP shader structure, SRP Batcher compatibility, half-precision optimization. Uses MCP to test shaders live…unity-test-runnerWrites EditMode and PlayMode tests, executes them via MCP run_tests, reports results. Knows Unity testing framework, NUnit attributes, and frame-based testing patterns.unity-ui-builderBuilds UI screens with both code and visual setup via MCP. Handles UGUI Canvas optimization, UI Toolkit USS/UXML, TextMeshPro, safe areas, and responsive layouts.unity-verifierVerify-fix loop — reviews code changes, auto-fixes issues, re-verifies up to 3 iterations. Used by /unity-workflow and embeddable in any command.