[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M77VC5QP9TC0QRRDY149GCS2":3,"skill-same:01M77VC5QP9TC0QRRDY149GCS2":133},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":9,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":15,"categories":16,"keywords":17,"publishedAt":18,"linkOnly":19,"markdownContent":20,"markdownBody":21,"frontMatter":22,"refName":23,"commitSha":24,"skillDirectory":25,"forksCount":13,"repositoryHtmlUrl":26,"repositoryHomepageUrl":6,"ownerHtmlUrl":27,"ownerBlogUrl":6,"ownerDescription":6,"updatedAt":28,"install":29,"resources":42},"01M77VC5QP9TC0QRRDY149GCS2","unity-agent-workflows",null,"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#\u002Fasmdef safety, UI\u002Fscene\u002Fvisual asset gates, data-first content changes, validation, cleanup proof, or durable workflow rules. Best when agents must prove the actual folder\u002Fmodule\u002Fscene\u002Fprefab\u002Fruntime owner before editing, especially runtime UI, generated assets, code graphs, tutorial\u002Fstate flows, guided selection\u002Faction flows, overlay\u002Fdim source-bound mistakes, coordinate conversions, focus\u002Fhighlight\u002Fmarker\u002FHUD alignment, or repeated \"fix still not visible\" failures.","ConcertoNotes\u002Fcodex-plugins","ConcertoNotes","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F249301288?v=4","01M77NJ0BK2KN5YW0D8RHD99TB","01M77NJ0CCEDPATAY3JTXEWNK5",0,"MIT","https:\u002F\u002Fgithub.com\u002FConcertoNotes\u002Fcodex-plugins\u002Fblob\u002Fmain\u002Fplugins\u002Fcommunity\u002Funity-agent-workflows\u002Fskills\u002Funity-agent-workflows\u002FSKILL.md",[],[],"2026-11-15 14:19:17",false,"---\nname: unity-agent-workflows\ndescription: 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#\u002Fasmdef safety, UI\u002Fscene\u002Fvisual asset gates, data-first content changes, validation, cleanup proof, or durable workflow rules. Best when agents must prove the actual folder\u002Fmodule\u002Fscene\u002Fprefab\u002Fruntime owner before editing, especially runtime UI, generated assets, code graphs, tutorial\u002Fstate flows, guided selection\u002Faction flows, overlay\u002Fdim source-bound mistakes, coordinate conversions, focus\u002Fhighlight\u002Fmarker\u002FHUD alignment, or repeated \"fix still not visible\" failures.\nlicense: MIT\n---\n\n# Unity Agent Workflows\n\nAI contract for Unity work. Keep answers compact, but never remove exact paths, object\u002Fclass names, commands, errors, validation, rollback notes, or proof requirements.\n\n## Core Loop\n\n0. No proof, no edit.\n1. Treat this injected `SKILL.md` as authoritative; do not search for its own path unless missing or asked for diagnostics.\n2. Read live project instructions narrowly: `AGENTS.md` if present, `git status --short`, and existing `UNITY_STRUCTURE.md` plus only the focused map that matches the task when available. Read `README.md`, architecture docs, `.agents\u002F*`, or repo-local agent files only when the task cites them, needs architecture\u002Fnew-file\u002Fasmdef\u002Frouting decisions, or maps are missing\u002Fstale.\n3. Run `git status --short`; preserve unrelated dirty files.\n4. If user says only `$unity-agent-workflows. Teach`, run Teach.\n5. Derive only relevant live structure before architecture claims: folders, namespaces, `.asmdef`, scenes\u002Fprefabs, bootstraps, graphs, docs, `UNITY_STRUCTURE*`.\n6. Classify task with `Task Gate`, then load required references before edits.\n7. Inspect real owner files; never start from memory, nearest-name guessing, semantic similarity, or screenshot proximity alone.\n8. Fill useful `Routing Card` fields for structure, visible output, state flow, multi-agent, or hub changes.\n9. Patch the smallest proven owner\u002Fartifact.\n10. Validate, sync mirrors if package skill files changed, then close out with proof.\n\n## Task Gate\n\n| Trigger | Required action |\n|---|---|\n| Runtime\u002Fvisible bug | Prove owner chain before editing. |\n| Runtime-visible output, target alignment, focus\u002Fhighlight\u002Fmarker\u002FHUD, overlay, input blocker, modal dimming, duplicate names, hardcoded layout, \"do not guess\" | Runtime Visible Output Hard Stop. |\n| Screenshot or visible UI text fix | Screenshot Text Owner Gate; search exact visible text\u002Flocalization key and prove creator plus refresh writer before editing. |\n| Visual\u002Fmodel\u002Fsprite\u002Fasset 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. |\n| Same visible behavior requested across multiple scenes\u002Fsurfaces, 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\u002Ffactory dependency, and fallback behavior before editing any surface. |\n| Shared factory\u002Fhelper\u002Fstyle\u002Fglobal 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. |\n| Overlay\u002Fdim source-bound mistakes | Prove source target bounds; overlay\u002Fdim\u002Fmask\u002Fblocker rects are destination output unless explicit marker proof exists. |\n| Repeated visible-output mismatch after patch | Runtime numeric proof before another coordinate\u002Flayout\u002Ffallback patch. |\n| Multi-agent visible-output or state work | Sub-agent decision and permission gate first; main-agent scope lock before workers patch; checker must review. |\n| New\u002Fmoved files, expanded C# responsibility, asmdef\u002Fmodule routing, hub deflation | Project-derived routing, no fixed structure, hub stop gate. |\n| UI, screenshot, HUD, menu, safe area, TMP, spotlight, item-based UI assembly, picked UI parts, UI slices, extracted UI parts, textless UI sprites, design manifests | UI workflow plus runtime-owner proof, extracted item assembly proof, and validation. |\n| Visual source asset | Source asset\u002Fgenerator gate before Unity integration code. |\n| Content, progression, economy, levels, objectives, gameplay tuning | Data-first content workflow. |\n| Tutorial, onboarding, objective, unlock, selection, action, navigation, state transition, guided selection\u002Faction flows | State-step guards. |\n| Compile\u002Fruntime doubt, stale Bee\u002FRoslyn response files, Play Mode proof | Validation workflow. |\n| Cleanup\u002Fdeletion\u002Fgenerated files\u002Fgit hygiene | Cleanup proof. |\n| Rule\u002Fsession mining\u002Fworkflow update | Patch only the owning artifact. |\n\n## Required References\n\nLoad only matching files; resolve relative to this skill directory. If a required reference is missing, stop broad edits, use only visible rules here, and report `References missing:`.\n\n| Task trigger | References before editing |\n|---|---|\n| UI, screenshot, HUD, menu, safe area, TMP, visible target, focus, highlight, spotlight, modal dimming, item-based UI assembly, picked UI parts, UI slices, extracted UI parts, textless UI sprites, design manifests | `references\u002Fui-and-visual-assets.md`, `references\u002Fruntime-owner-proof.md`, then only needed visible\u002Ftext\u002Foutput details |\n| Screenshot text, visible UI label, localized UI text, runtime text styling, shared factory\u002Fhelper candidate | `references\u002Fruntime-owner-proof.md`, `references\u002Fscreenshot-text-owner.md`, `references\u002Fai-workflows.md` |\n| Visual\u002Fmodel\u002Fsprite\u002Fasset integration where feature name, source asset, factory, or visible surface may disagree | `references\u002Fruntime-owner-proof.md`, `references\u002Fvisible-object-identity.md`, `references\u002Fasset-source-lock.md`, `references\u002Fui-and-visual-assets.md` |\n| Shared factory\u002Fhelper\u002Fstyle\u002Fglobal method candidate for a scoped visible surface | `references\u002Fruntime-owner-proof.md`, `references\u002Fshared-caller-blast-radius.md`, `references\u002Fai-workflows.md` |\n| Runtime-visible bug, repeated \"still wrong\", duplicate object names, real object\u002Fposition request | `references\u002Fruntime-owner-proof.md` |\n| Overlay\u002Fdim source-bound mismatch, wrong source bounds, focus hole follows wrong target | `references\u002Fruntime-owner-proof.md`, `references\u002Fruntime-visible-output.md`, `references\u002Fruntime-visible-targets.md`, `references\u002Fcoordinate-space-conversion.md` |\n| Repeated visible-output failure, wrong focus\u002Fhighlight\u002Fmarker\u002FHUD\u002Fcamera position, cross-root\u002Fcross-canvas mismatch | `references\u002Fruntime-owner-proof.md`, `references\u002Fruntime-visible-output.md`, `references\u002Fruntime-numeric-proof.md`, then only needed target\u002Fconversion details |\n| Same visible behavior across menu\u002Fgameplay\u002Fpreview\u002Fruntime\u002Ftransition\u002Fscene surfaces | `references\u002Fruntime-owner-proof.md`, `references\u002Fmulti-surface-visible.md`, `references\u002Fasset-source-lock.md` |\n| Serialized scene object, prefab asset, prefab instance, prefab variant, component fields, object refs, editor tooling | `references\u002Fruntime-owner-proof.md`, `references\u002Fserialized-persistence.md` |\n| Multi-agent Unity visible-output\u002Fstate-transition work, parallel workers, checker review | `references\u002Fai-workflows.md` plus only the references for the actual visible surface or state flow |\n| New files\u002Fclasses, moved scripts, asmdef\u002Fmodule routing, dependency direction, hub deflation\u002Frefactor | `references\u002Fproject-structure-discovery.md`, `references\u002Fmodular-architecture.md`, `references\u002Fai-workflows.md` |\n| New runtime feature, content, progression, levels, economy, objective\u002Fdata-first work | `references\u002Fproject-structure-discovery.md`, `references\u002Fcontent-and-systems.md`, `references\u002Fai-workflows.md` |\n| Tutorial, onboarding, objective step, unlock, selection\u002Faction step, navigation gate, state transition | `references\u002Fproject-structure-discovery.md`, `references\u002Fcontent-and-systems.md`, `references\u002Fai-workflows.md`, `references\u002Funity-validation.md` |\n| Compile error, validation repair, stale Bee\u002FRoslyn response files, Play Mode proof | `references\u002Funity-validation.md` |\n| Cleanup\u002Fdeletion\u002Fgenerated files\u002Fgit hygiene | `references\u002Fcleanup-and-git.md` |\n| Rule\u002Fsession mining\u002Fworkflow update | `references\u002Fsession-mining.md` |\n\nReference map: `references\u002Fai-workflows.md` = Routing Card\u002Fworkflow\u002Fcloseout; `references\u002Fworkflow-recipes.md` = named recipes; `references\u002Fproject-structure-discovery.md` = Teach and `UNITY_STRUCTURE*`; `references\u002Fmodular-architecture.md` = layering\u002Fasmdef\u002Fhub gates; `references\u002Fruntime-owner-proof.md` = core owner chain\u002Frouter; `references\u002Fvisible-object-identity.md` = competing visible owners\u002Fanti-anchoring; `references\u002Fmulti-surface-visible.md` = menu\u002Fgameplay\u002Fpreview\u002Fruntime surface proof; `references\u002Fasset-source-lock.md` = asset variants\u002Fsource ID locks; `references\u002Fscreenshot-text-owner.md` = visible text\u002FTMP\u002Flocalization owner proof; `references\u002Fshared-caller-blast-radius.md` = shared helper\u002Ffactory caller proof; `references\u002Fruntime-visible-output.md` = output hard stop\u002Fhardcoded layout guard; `references\u002Fruntime-numeric-proof.md` = repeated visible mismatch numeric proof; `references\u002Fserialized-persistence.md` = scene\u002Fprefab serialized persistence; `references\u002Fruntime-visible-targets.md` = focus\u002Fclick\u002Foverlay\u002Ffallback target rules; `references\u002Ftarget-bounds-catalog.md` = `markerRect`\u002F`visualRect`\u002F`interactiveRect` choices; `references\u002Fcoordinate-space-conversion.md` = world\u002Fscreen\u002Fcanvas\u002Fcamera\u002Fsafe-area conversions; `references\u002Funity-validation.md` = validation ladder\u002Fchecker failures; `references\u002Fui-and-visual-assets.md` = UI\u002Fsafe area\u002Fvisual asset gate; `references\u002Fcontent-and-systems.md` = data-first systems\u002Fstate steps; `references\u002Fcleanup-and-git.md` = deletion\u002Fgit hygiene; `references\u002Fsession-mining.md` = durable rules.\n\nLoad `references\u002Funity-validation.md` only for edit intent, validation requests, compile\u002Fruntime doubt, Play Mode proof, or closeout validation planning. Load `references\u002Fworkflow-recipes.md` only for named `WF-*` requests, recipe requests, or when `references\u002Fai-workflows.md` is not specific enough. After loading a reference, follow its own `Read` \u002F `Load Extra Detail` table instead of preloading every linked file.\n\n## Teach\n\nFor only `$unity-agent-workflows. Teach`, or when onboarding a new Unity project whose structure maps are missing\u002Fstale, create\u002Frefresh a short `UNITY_STRUCTURE.md` plus only focused maps that exist or are needed:\n\n```text\nUNITY_STRUCTURE.ui.md\nUNITY_STRUCTURE.runtime.md\nUNITY_STRUCTURE.content.md\nUNITY_STRUCTURE.assemblies.md\nUNITY_STRUCTURE.cleanup.md\n```\n\nRead `references\u002Fproject-structure-discovery.md`. Do not make one huge all-project doc. Later tasks read existing `UNITY_STRUCTURE.md` plus only the matching focused map; refresh only missing\u002Fstale maps that the current task actually needs.\n\n## Proof Gates\n\nOwner chain before visible\u002Fruntime edits:\n\n```text\nvisible object -> scene\u002Fprefab\u002Freference -> script\u002Fcomponent -> mutating method -> serialized\u002Fruntime override\n```\n\nRuntime Visible Output Hard Stop before changing coordinates, anchors, offsets, padding, scale, layout timing, camera conversion, or fallback constants:\n\n```text\nuser-visible output\n-> active source object\n-> selected source bounds: markerRect \u002F visualRect \u002F interactiveRect \u002F logicRect\n-> source parent chain\n-> owner script\u002Fcomponent\n-> runtime writer after creation\u002Flayout\n-> source space and camera\u002Fcanvas\n-> destination root\u002Fcanvas\u002Fspace\n-> conversion API path\n-> converted output rect\u002Fposition\n-> validation method\n```\n\nRuntime numeric proof required after any visible patch is wrong\u002Funchanged\u002Fchallenged:\n\n```text\nsource object:\nsource parent chain:\nsource bounds: markerRect \u002F visualRect \u002F interactiveRect \u002F logicRect\nsource canvas\u002Froot\u002FrenderMode\u002FscaleFactor\u002Fcamera:\ndestination object\u002Froot\u002Fcanvas\u002FrenderMode\u002FscaleFactor\u002Fcamera:\nconversion API path:\nconverted rect min\u002Fmax:\nconverted center\u002Fsize:\nfinal drawn object:\nfinal drawn position:\nfinal drawn size\u002Fbounds:\nruntime writer checked:\nvalidation:\n```\n\nMissing source bounds, converted rect, or final drawn rect is FAIL; return a runtime probe plan only.\n\nMulti-Surface Visible Behavior Lock for the same visual behavior across scenes\u002Fsurfaces:\n\n```text\nrequested behavior:\nsurface list:\nsurface 1 visible object:\nsurface 1 owner\u002Fcaller\u002Fwriter:\nsurface 1 asset\u002Ffactory dependency:\nsurface 1 fallback behavior:\nsurface 2 visible object:\nsurface 2 owner\u002Fcaller\u002Fwriter:\nsurface 2 asset\u002Ffactory dependency:\nsurface 2 fallback behavior:\nshared helper\u002Ffactory\u002Fglobal selector:\ncallers outside requested surfaces:\npatch order:\nvalidation per surface:\n```\n\nIf any requested surface lacks owner\u002Fcaller\u002Fwriter or asset\u002Ffallback proof, stay read-only for patches and return the missing proof plan. Do not patch only a preview\u002Ftransition surface when the user also requested gameplay\u002Fruntime behavior.\n\nState-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.\n\nSub-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\u002Fsurfaces, forbidden files\u002Fsurfaces, 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.\n\nMulti-agent guard: main agent owns Routing Card, scope, allowed files, not-touched files, allowed runtime caller(s), and forbidden callers\u002Fsurfaces before workers patch. Workers use disjoint ownership and stop if a different owner, shared caller blast radius, or out-of-scope file appears. Checker fails missing runtime numeric proof, state-step proof, or caller blast-radius proof for shared changes.\n\nFor screenshot, visible UI, runtime text, or single-surface fixes, the scope lock must include exact text\u002Fkey\u002Fobject searched, owner file, creator method, refresh\u002Fupdate writer, allowed files, explicitly not touched files, allowed runtime caller(s), forbidden callers\u002Fsurfaces, and nearby candidates rejected. Shared factories\u002Fhelpers\u002Fstyles\u002Fglobal methods are not owners unless the visible callsite proves their use and caller search proves no non-target surface will change.\n\nFor Unity visual\u002Fmodel\u002Fsprite\u002Fasset integration, the visible runtime object identity must be proven before editing. If the user-visible target and semantic feature name disagree, or if the first owner candidate is a factory\u002Fhelper\u002Fregistry\u002Fbridge\u002Fglobal selector, list competing owners and reject them with file-backed proof. If competing owners cannot be rejected, stay read-only and ask whether to continue single-agent investigation or use read-only sub-agent discovery.\n\nAsset\u002Fsource 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\u002Fsource or broaden to gameplay\u002Fglobal behavior without asking first.\n\nAsset 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\u002Fobtain the missing source asset through the approved asset workflow, or stop and ask.\n\nShared Caller Blast Radius Gate:\n\n```text\ntarget surface\u002Fobject:\nallowed runtime caller(s):\nshared method\u002Fhelper\u002Ffactory:\nall callers searched:\ncallers outside target:\nsurface-local API\u002Fbranch exists or will be added:\nnon-target behavior unchanged:\nvalidation:\n```\n\nIf a shared factory\u002Fhelper\u002Fglobal method has callers outside the requested surface, do not change its existing behavior for the single visible target. Add a surface-local API\u002Fadapter, patch the proven owner callsite, or stop and ask for approval.\n\nAfter a visible patch is challenged as unchanged\u002Fwrong, static source reasoning is not enough. Capture runtime object\u002Fasset\u002Fsprite name, active caller, converted\u002Ffinal drawn values where relevant, and the writer that overwrites them before another patch.\n\n## Architecture Rules\n\n- No fixed structure; derive module\u002Flayer\u002Ffolder\u002Fnamespace\u002Fassembly\u002Fscene\u002Fprefab ownership from the user project.\n- Core\u002FContracts\u002FSystems\u002FFeatures is fallback example only.\n- No guessed targeting: if asked to bind, focus, highlight, click, or align a visible object, resolve the real runtime object and coordinate space before editing.\n- Do not grow hubs when a focused collaborator, data object, contract, event, bridge, or service can own the work.\n- Do not add direct sibling feature references; use contracts\u002Fevents\u002Fgateways\u002Fbridges.\n- Do not add new scripts to broad folders when a specific owner, module, assembly, feature folder, scene owner, or content definition path exists.\n- Do not treat scene YAML, prefab scale, or searched constants as runtime truth until startup\u002Flayout\u002Fanimation writers are checked.\n- Do not mix source refactors with cache cleanup, generated build output, or unrelated scene\u002Fprefab churn.\n- Visual source asset creation\u002Freplacement happens before integration code; if required tool is unavailable, stop and report.\n- Cleanup needs code refs, YAML GUID refs, Resources\u002Faddressables, scene\u002Fprefab refs, generated-vs-source status, and runtime reachability proof.\n\n## Routing Card\n\n```text\nTask type:\nStructural trigger:\nRuntime-visible target:\nCurrent owner file(s):\nProject structure source: live scan \u002F docs \u002F graph \u002F UNITY_STRUCTURE.md \u002F mixed\nPlacement layer\u002Fcategory from repo:\nModule\u002Fsystem name:\nData\u002Fdefinition source:\nRuntime source-of-truth values:\nActive asset\u002Fsprite\u002Fmodel name:\nAsset variants checked: yes\u002Fno + exact paths\u002Fnames\nFallback behavior checked: yes\u002Fno + exact method\u002Fvalue\nAllowed runtime caller(s):\nForbidden callers\u002Fsurfaces:\nCoordinate\u002Frendering space checked: yes\u002Fno\nShared helper\u002Ffactory\u002Fglobal method touched: yes\u002Fno + caller proof\nAsset\u002Fsource ID lock: yes\u002Fno + exact ID\u002Fpath\u002Fname\nNew responsibility added? yes\u002Fno\nCross-module communication needed? yes\u002Fno\nHub risk: low \u002F medium \u002F stop\nVisual source asset required? yes\u002Fno\nValidation plan:\nFiles allowed to touch:\nFiles explicitly not touched:\n```\n\nAdd graph\u002FGod Node\u002Fedge count\u002Fover-500 status only when architecture or C# responsibility changed and graph\u002Fsource data exists.\n\n## Closeout Schema\n\nAlways report:\n\n- Changed files.\n- Non-requested systems touched: yes\u002Fno.\n- Runtime-owner or structural proof.\n- Runtime numeric proof for repeated visible-output fixes, or probe plan if not captured.\n- Validation command and result.\n- `References loaded:` or `References missing:`.\n- `Project maps loaded:` or `Project maps missing:`.\n- Residual risk.\n\nAdd only when relevant: largest touched `.cs` files and over-500 status, graph\u002FGod Node\u002Fedge-gate status, visual asset tool used, Play Mode\u002FGame view\u002Fdevice\u002Fbatchmode\u002Fgraph gaps.\n","# Unity Agent Workflows\n\nAI contract for Unity work. Keep answers compact, but never remove exact paths, object\u002Fclass names, commands, errors, validation, rollback notes, or proof requirements.\n\n## Core Loop\n\n0. No proof, no edit.\n1. Treat this injected `SKILL.md` as authoritative; do not search for its own path unless missing or asked for diagnostics.\n2. Read live project instructions narrowly: `AGENTS.md` if present, `git status --short`, and existing `UNITY_STRUCTURE.md` plus only the focused map that matches the task when available. Read `README.md`, architecture docs, `.agents\u002F*`, or repo-local agent files only when the task cites them, needs architecture\u002Fnew-file\u002Fasmdef\u002Frouting decisions, or maps are missing\u002Fstale.\n3. Run `git status --short`; preserve unrelated dirty files.\n4. If user says only `$unity-agent-workflows. Teach`, run Teach.\n5. Derive only relevant live structure before architecture claims: folders, namespaces, `.asmdef`, scenes\u002Fprefabs, bootstraps, graphs, docs, `UNITY_STRUCTURE*`.\n6. Classify task with `Task Gate`, then load required references before edits.\n7. Inspect real owner files; never start from memory, nearest-name guessing, semantic similarity, or screenshot proximity alone.\n8. Fill useful `Routing Card` fields for structure, visible output, state flow, multi-agent, or hub changes.\n9. Patch the smallest proven owner\u002Fartifact.\n10. Validate, sync mirrors if package skill files changed, then close out with proof.\n\n## Task Gate\n\n| Trigger | Required action |\n|---|---|\n| Runtime\u002Fvisible bug | Prove owner chain before editing. |\n| Runtime-visible output, target alignment, focus\u002Fhighlight\u002Fmarker\u002FHUD, overlay, input blocker, modal dimming, duplicate names, hardcoded layout, \"do not guess\" | Runtime Visible Output Hard Stop. |\n| Screenshot or visible UI text fix | Screenshot Text Owner Gate; search exact visible text\u002Flocalization key and prove creator plus refresh writer before editing. |\n| Visual\u002Fmodel\u002Fsprite\u002Fasset 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. |\n| Same visible behavior requested across multiple scenes\u002Fsurfaces, 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\u002Ffactory dependency, and fallback behavior before editing any surface. |\n| Shared factory\u002Fhelper\u002Fstyle\u002Fglobal 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. |\n| Overlay\u002Fdim source-bound mistakes | Prove source target bounds; overlay\u002Fdim\u002Fmask\u002Fblocker rects are destination output unless explicit marker proof exists. |\n| Repeated visible-output mismatch after patch | Runtime numeric proof before another coordinate\u002Flayout\u002Ffallback patch. |\n| Multi-agent visible-output or state work | Sub-agent decision and permission gate first; main-agent scope lock before workers patch; checker must review. |\n| New\u002Fmoved files, expanded C# responsibility, asmdef\u002Fmodule routing, hub deflation | Project-derived routing, no fixed structure, hub stop gate. |\n| UI, screenshot, HUD, menu, safe area, TMP, spotlight, item-based UI assembly, picked UI parts, UI slices, extracted UI parts, textless UI sprites, design manifests | UI workflow plus runtime-owner proof, extracted item assembly proof, and validation. |\n| Visual source asset | Source asset\u002Fgenerator gate before Unity integration code. |\n| Content, progression, economy, levels, objectives, gameplay tuning | Data-first content workflow. |\n| Tutorial, onboarding, objective, unlock, selection, action, navigation, state transition, guided selection\u002Faction flows | State-step guards. |\n| Compile\u002Fruntime doubt, stale Bee\u002FRoslyn response files, Play Mode proof | Validation workflow. |\n| Cleanup\u002Fdeletion\u002Fgenerated files\u002Fgit hygiene | Cleanup proof. |\n| Rule\u002Fsession mining\u002Fworkflow update | Patch only the owning artifact. |\n\n## Required References\n\nLoad only matching files; resolve relative to this skill directory. If a required reference is missing, stop broad edits, use only visible rules here, and report `References missing:`.\n\n| Task trigger | References before editing |\n|---|---|\n| UI, screenshot, HUD, menu, safe area, TMP, visible target, focus, highlight, spotlight, modal dimming, item-based UI assembly, picked UI parts, UI slices, extracted UI parts, textless UI sprites, design manifests | `references\u002Fui-and-visual-assets.md`, `references\u002Fruntime-owner-proof.md`, then only needed visible\u002Ftext\u002Foutput details |\n| Screenshot text, visible UI label, localized UI text, runtime text styling, shared factory\u002Fhelper candidate | `references\u002Fruntime-owner-proof.md`, `references\u002Fscreenshot-text-owner.md`, `references\u002Fai-workflows.md` |\n| Visual\u002Fmodel\u002Fsprite\u002Fasset integration where feature name, source asset, factory, or visible surface may disagree | `references\u002Fruntime-owner-proof.md`, `references\u002Fvisible-object-identity.md`, `references\u002Fasset-source-lock.md`, `references\u002Fui-and-visual-assets.md` |\n| Shared factory\u002Fhelper\u002Fstyle\u002Fglobal method candidate for a scoped visible surface | `references\u002Fruntime-owner-proof.md`, `references\u002Fshared-caller-blast-radius.md`, `references\u002Fai-workflows.md` |\n| Runtime-visible bug, repeated \"still wrong\", duplicate object names, real object\u002Fposition request | `references\u002Fruntime-owner-proof.md` |\n| Overlay\u002Fdim source-bound mismatch, wrong source bounds, focus hole follows wrong target | `references\u002Fruntime-owner-proof.md`, `references\u002Fruntime-visible-output.md`, `references\u002Fruntime-visible-targets.md`, `references\u002Fcoordinate-space-conversion.md` |\n| Repeated visible-output failure, wrong focus\u002Fhighlight\u002Fmarker\u002FHUD\u002Fcamera position, cross-root\u002Fcross-canvas mismatch | `references\u002Fruntime-owner-proof.md`, `references\u002Fruntime-visible-output.md`, `references\u002Fruntime-numeric-proof.md`, then only needed target\u002Fconversion details |\n| Same visible behavior across menu\u002Fgameplay\u002Fpreview\u002Fruntime\u002Ftransition\u002Fscene surfaces | `references\u002Fruntime-owner-proof.md`, `references\u002Fmulti-surface-visible.md`, `references\u002Fasset-source-lock.md` |\n| Serialized scene object, prefab asset, prefab instance, prefab variant, component fields, object refs, editor tooling | `references\u002Fruntime-owner-proof.md`, `references\u002Fserialized-persistence.md` |\n| Multi-agent Unity visible-output\u002Fstate-transition work, parallel workers, checker review | `references\u002Fai-workflows.md` plus only the references for the actual visible surface or state flow |\n| New files\u002Fclasses, moved scripts, asmdef\u002Fmodule routing, dependency direction, hub deflation\u002Frefactor | `references\u002Fproject-structure-discovery.md`, `references\u002Fmodular-architecture.md`, `references\u002Fai-workflows.md` |\n| New runtime feature, content, progression, levels, economy, objective\u002Fdata-first work | `references\u002Fproject-structure-discovery.md`, `references\u002Fcontent-and-systems.md`, `references\u002Fai-workflows.md` |\n| Tutorial, onboarding, objective step, unlock, selection\u002Faction step, navigation gate, state transition | `references\u002Fproject-structure-discovery.md`, `references\u002Fcontent-and-systems.md`, `references\u002Fai-workflows.md`, `references\u002Funity-validation.md` |\n| Compile error, validation repair, stale Bee\u002FRoslyn response files, Play Mode proof | `references\u002Funity-validation.md` |\n| Cleanup\u002Fdeletion\u002Fgenerated files\u002Fgit hygiene | `references\u002Fcleanup-and-git.md` |\n| Rule\u002Fsession mining\u002Fworkflow update | `references\u002Fsession-mining.md` |\n\nReference map: `references\u002Fai-workflows.md` = Routing Card\u002Fworkflow\u002Fcloseout; `references\u002Fworkflow-recipes.md` = named recipes; `references\u002Fproject-structure-discovery.md` = Teach and `UNITY_STRUCTURE*`; `references\u002Fmodular-architecture.md` = layering\u002Fasmdef\u002Fhub gates; `references\u002Fruntime-owner-proof.md` = core owner chain\u002Frouter; `references\u002Fvisible-object-identity.md` = competing visible owners\u002Fanti-anchoring; `references\u002Fmulti-surface-visible.md` = menu\u002Fgameplay\u002Fpreview\u002Fruntime surface proof; `references\u002Fasset-source-lock.md` = asset variants\u002Fsource ID locks; `references\u002Fscreenshot-text-owner.md` = visible text\u002FTMP\u002Flocalization owner proof; `references\u002Fshared-caller-blast-radius.md` = shared helper\u002Ffactory caller proof; `references\u002Fruntime-visible-output.md` = output hard stop\u002Fhardcoded layout guard; `references\u002Fruntime-numeric-proof.md` = repeated visible mismatch numeric proof; `references\u002Fserialized-persistence.md` = scene\u002Fprefab serialized persistence; `references\u002Fruntime-visible-targets.md` = focus\u002Fclick\u002Foverlay\u002Ffallback target rules; `references\u002Ftarget-bounds-catalog.md` = `markerRect`\u002F`visualRect`\u002F`interactiveRect` choices; `references\u002Fcoordinate-space-conversion.md` = world\u002Fscreen\u002Fcanvas\u002Fcamera\u002Fsafe-area conversions; `references\u002Funity-validation.md` = validation ladder\u002Fchecker failures; `references\u002Fui-and-visual-assets.md` = UI\u002Fsafe area\u002Fvisual asset gate; `references\u002Fcontent-and-systems.md` = data-first systems\u002Fstate steps; `references\u002Fcleanup-and-git.md` = deletion\u002Fgit hygiene; `references\u002Fsession-mining.md` = durable rules.\n\nLoad `references\u002Funity-validation.md` only for edit intent, validation requests, compile\u002Fruntime doubt, Play Mode proof, or closeout validation planning. Load `references\u002Fworkflow-recipes.md` only for named `WF-*` requests, recipe requests, or when `references\u002Fai-workflows.md` is not specific enough. After loading a reference, follow its own `Read` \u002F `Load Extra Detail` table instead of preloading every linked file.\n\n## Teach\n\nFor only `$unity-agent-workflows. Teach`, or when onboarding a new Unity project whose structure maps are missing\u002Fstale, create\u002Frefresh a short `UNITY_STRUCTURE.md` plus only focused maps that exist or are needed:\n\n```text\nUNITY_STRUCTURE.ui.md\nUNITY_STRUCTURE.runtime.md\nUNITY_STRUCTURE.content.md\nUNITY_STRUCTURE.assemblies.md\nUNITY_STRUCTURE.cleanup.md\n```\n\nRead `references\u002Fproject-structure-discovery.md`. Do not make one huge all-project doc. Later tasks read existing `UNITY_STRUCTURE.md` plus only the matching focused map; refresh only missing\u002Fstale maps that the current task actually needs.\n\n## Proof Gates\n\nOwner chain before visible\u002Fruntime edits:\n\n```text\nvisible object -> scene\u002Fprefab\u002Freference -> script\u002Fcomponent -> mutating method -> serialized\u002Fruntime override\n```\n\nRuntime Visible Output Hard Stop before changing coordinates, anchors, offsets, padding, scale, layout timing, camera conversion, or fallback constants:\n\n```text\nuser-visible output\n-> active source object\n-> selected source bounds: markerRect \u002F visualRect \u002F interactiveRect \u002F logicRect\n-> source parent chain\n-> owner script\u002Fcomponent\n-> runtime writer after creation\u002Flayout\n-> source space and camera\u002Fcanvas\n-> destination root\u002Fcanvas\u002Fspace\n-> conversion API path\n-> converted output rect\u002Fposition\n-> validation method\n```\n\nRuntime numeric proof required after any visible patch is wrong\u002Funchanged\u002Fchallenged:\n\n```text\nsource object:\nsource parent chain:\nsource bounds: markerRect \u002F visualRect \u002F interactiveRect \u002F logicRect\nsource canvas\u002Froot\u002FrenderMode\u002FscaleFactor\u002Fcamera:\ndestination object\u002Froot\u002Fcanvas\u002FrenderMode\u002FscaleFactor\u002Fcamera:\nconversion API path:\nconverted rect min\u002Fmax:\nconverted center\u002Fsize:\nfinal drawn object:\nfinal drawn position:\nfinal drawn size\u002Fbounds:\nruntime writer checked:\nvalidation:\n```\n\nMissing source bounds, converted rect, or final drawn rect is FAIL; return a runtime probe plan only.\n\nMulti-Surface Visible Behavior Lock for the same visual behavior across scenes\u002Fsurfaces:\n\n```text\nrequested behavior:\nsurface list:\nsurface 1 visible object:\nsurface 1 owner\u002Fcaller\u002Fwriter:\nsurface 1 asset\u002Ffactory dependency:\nsurface 1 fallback behavior:\nsurface 2 visible object:\nsurface 2 owner\u002Fcaller\u002Fwriter:\nsurface 2 asset\u002Ffactory dependency:\nsurface 2 fallback behavior:\nshared helper\u002Ffactory\u002Fglobal selector:\ncallers outside requested surfaces:\npatch order:\nvalidation per surface:\n```\n\nIf any requested surface lacks owner\u002Fcaller\u002Fwriter or asset\u002Ffallback proof, stay read-only for patches and return the missing proof plan. Do not patch only a preview\u002Ftransition surface when the user also requested gameplay\u002Fruntime behavior.\n\nState-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.\n\nSub-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\u002Fsurfaces, forbidden files\u002Fsurfaces, 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.\n\nMulti-agent guard: main agent owns Routing Card, scope, allowed files, not-touched files, allowed runtime caller(s), and forbidden callers\u002Fsurfaces before workers patch. Workers use disjoint ownership and stop if a different owner, shared caller blast radius, or out-of-scope file appears. Checker fails missing runtime numeric proof, state-step proof, or caller blast-radius proof for shared changes.\n\nFor screenshot, visible UI, runtime text, or single-surface fixes, the scope lock must include exact text\u002Fkey\u002Fobject searched, owner file, creator method, refresh\u002Fupdate writer, allowed files, explicitly not touched files, allowed runtime caller(s), forbidden callers\u002Fsurfaces, and nearby candidates rejected. Shared factories\u002Fhelpers\u002Fstyles\u002Fglobal methods are not owners unless the visible callsite proves their use and caller search proves no non-target surface will change.\n\nFor Unity visual\u002Fmodel\u002Fsprite\u002Fasset integration, the visible runtime object identity must be proven before editing. If the user-visible target and semantic feature name disagree, or if the first owner candidate is a factory\u002Fhelper\u002Fregistry\u002Fbridge\u002Fglobal selector, list competing owners and reject them with file-backed proof. If competing owners cannot be rejected, stay read-only and ask whether to continue single-agent investigation or use read-only sub-agent discovery.\n\nAsset\u002Fsource 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\u002Fsource or broaden to gameplay\u002Fglobal behavior without asking first.\n\nAsset 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\u002Fobtain the missing source asset through the approved asset workflow, or stop and ask.\n\nShared Caller Blast Radius Gate:\n\n```text\ntarget surface\u002Fobject:\nallowed runtime caller(s):\nshared method\u002Fhelper\u002Ffactory:\nall callers searched:\ncallers outside target:\nsurface-local API\u002Fbranch exists or will be added:\nnon-target behavior unchanged:\nvalidation:\n```\n\nIf a shared factory\u002Fhelper\u002Fglobal method has callers outside the requested surface, do not change its existing behavior for the single visible target. Add a surface-local API\u002Fadapter, patch the proven owner callsite, or stop and ask for approval.\n\nAfter a visible patch is challenged as unchanged\u002Fwrong, static source reasoning is not enough. Capture runtime object\u002Fasset\u002Fsprite name, active caller, converted\u002Ffinal drawn values where relevant, and the writer that overwrites them before another patch.\n\n## Architecture Rules\n\n- No fixed structure; derive module\u002Flayer\u002Ffolder\u002Fnamespace\u002Fassembly\u002Fscene\u002Fprefab ownership from the user project.\n- Core\u002FContracts\u002FSystems\u002FFeatures is fallback example only.\n- No guessed targeting: if asked to bind, focus, highlight, click, or align a visible object, resolve the real runtime object and coordinate space before editing.\n- Do not grow hubs when a focused collaborator, data object, contract, event, bridge, or service can own the work.\n- Do not add direct sibling feature references; use contracts\u002Fevents\u002Fgateways\u002Fbridges.\n- Do not add new scripts to broad folders when a specific owner, module, assembly, feature folder, scene owner, or content definition path exists.\n- Do not treat scene YAML, prefab scale, or searched constants as runtime truth until startup\u002Flayout\u002Fanimation writers are checked.\n- Do not mix source refactors with cache cleanup, generated build output, or unrelated scene\u002Fprefab churn.\n- Visual source asset creation\u002Freplacement happens before integration code; if required tool is unavailable, stop and report.\n- Cleanup needs code refs, YAML GUID refs, Resources\u002Faddressables, scene\u002Fprefab refs, generated-vs-source status, and runtime reachability proof.\n\n## Routing Card\n\n```text\nTask type:\nStructural trigger:\nRuntime-visible target:\nCurrent owner file(s):\nProject structure source: live scan \u002F docs \u002F graph \u002F UNITY_STRUCTURE.md \u002F mixed\nPlacement layer\u002Fcategory from repo:\nModule\u002Fsystem name:\nData\u002Fdefinition source:\nRuntime source-of-truth values:\nActive asset\u002Fsprite\u002Fmodel name:\nAsset variants checked: yes\u002Fno + exact paths\u002Fnames\nFallback behavior checked: yes\u002Fno + exact method\u002Fvalue\nAllowed runtime caller(s):\nForbidden callers\u002Fsurfaces:\nCoordinate\u002Frendering space checked: yes\u002Fno\nShared helper\u002Ffactory\u002Fglobal method touched: yes\u002Fno + caller proof\nAsset\u002Fsource ID lock: yes\u002Fno + exact ID\u002Fpath\u002Fname\nNew responsibility added? yes\u002Fno\nCross-module communication needed? yes\u002Fno\nHub risk: low \u002F medium \u002F stop\nVisual source asset required? yes\u002Fno\nValidation plan:\nFiles allowed to touch:\nFiles explicitly not touched:\n```\n\nAdd graph\u002FGod Node\u002Fedge count\u002Fover-500 status only when architecture or C# responsibility changed and graph\u002Fsource data exists.\n\n## Closeout Schema\n\nAlways report:\n\n- Changed files.\n- Non-requested systems touched: yes\u002Fno.\n- Runtime-owner or structural proof.\n- Runtime numeric proof for repeated visible-output fixes, or probe plan if not captured.\n- Validation command and result.\n- `References loaded:` or `References missing:`.\n- `Project maps loaded:` or `Project maps missing:`.\n- Residual risk.\n\nAdd only when relevant: largest touched `.cs` files and over-500 status, graph\u002FGod Node\u002Fedge-gate status, visual asset tool used, Play Mode\u002FGame view\u002Fdevice\u002Fbatchmode\u002Fgraph gaps.\n",{"name":5,"license":14,"description":7},"main","9ba3c9fadff1092395837bf1502e1b8a7f98b1e1","plugins\u002Fcommunity\u002Funity-agent-workflows\u002Fskills\u002Funity-agent-workflows","https:\u002F\u002Fgithub.com\u002FConcertoNotes\u002Fcodex-plugins","https:\u002F\u002Fgithub.com\u002FConcertoNotes","2026-06-26 10:13:54",{"source":8,"skillName":5,"commands":30,"prompt":40,"zipAvailable":41},[31,34,37],{"tool":32,"command":33},"npx","npx skills add ConcertoNotes\u002Fcodex-plugins --skill unity-agent-workflows",{"tool":35,"command":36},"bunx","bunx skills add ConcertoNotes\u002Fcodex-plugins --skill unity-agent-workflows",{"tool":38,"command":39},"pnpm","pnpm dlx skills add 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