gds-e2e-scaffold
FreeScaffold end-to-end testing infrastructure. Use when the user says "e2e scaffold" or "set up e2e testing"
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105 skills ・ Works with: Unity · sorted by popularity
Scaffold end-to-end testing infrastructure. Use when the user says "e2e scaffold" or "set up e2e testing"
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Initialize game test framework for Unity, Unreal, or Godot. Use when the user says "test framework" or "set up testing"
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Use when working in a Unity project that uses Entities (DOTS) or when a task needs thousands of simulated objects - when ECS is worth it, components/bakers/ISystem with IJobEntity and Burst, entity command buffers for structural changes, native memory rules, and testing systems in a test World.
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Use when touching Unity per-frame code, spawning, physics queries, UI updates or rendering setup - profiling with numbers, zero-GC hot paths (caching, NonAlloc queries, no LINQ/closures/boxing, TMP SetText), ObjectPool, allocation tests, Burst/Jobs for bulk math, and rendering/physics settings that cost frames.
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Use when writing or restructuring Unity C# code - assembly definitions and dependency direction, small components with cached references, ScriptableObjects for data and events, DI instead of singletons, Input System, Addressables, serialization safety and Unity 6 API changes.
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Use when writing or running Unity tests - Unity Test Framework EditMode vs PlayMode, test assembly definitions, testing plain C# and ScriptableObjects, PlayMode scene/physics/input tests, batchmode CLI with result XML, coverage, and the dotnet test fallback when no editor is installed.
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Use when starting any game task, before writing tests - find out which editors and runners exist on this machine, keep gameplay rules in engine-independent classes with an injected clock and seeded RNG, and report exactly what could not run.
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Use when a game task could run on more than one engine or the repository has no engine yet - read the repo's engine and pinned version, and only for a brand-new game pick one from platforms, 2D/3D, team language, scale and licensing.
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Configure the project's game engine and version. Pins the engine in AGENTS.md, detects knowledge gaps, and populates engine reference docs via webfetch when the version is beyond the LLM's training data.
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Generate engine-specific test helper libraries for the project's test suite. Reads existing test patterns and produces tests/helpers/ with assertion utilities, factory functions, and mock objects tailored to the project's systems. Reduces boilerplate in new test files.
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Let agents control software, like Adobe Photoshop, Illustrator, After Effects, Premiere, Autodesk 3DS Max, Blender, Unity, Houdini, and Microsoft Office.
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Use when writing or modifying code for s&box, sbox, the Facepunch sandbox engine, or any Source 2 game project in C#. Triggers on mentions of s&box, sbox, sandbox game, Facepunch engine, Source 2 game, `.sbproj`, `.razor` with `PanelComponent`, `@inherits PanelComponent`, `Sandbox.Component`, `GameObject` + `Components.Get<T>`, `Scene.Trace`, `CharacterController` + `.Move()`, `SkinnedModelRenderer`, `NavMeshAgent`, `[Sync]`, `[Rpc.Broadcast]`, `[Property]`, `INetworkListener`, `ISceneEvent`, `PlayerController` in C#. Also triggers on any file with `using Sandbox;` or `using Sandbox.UI;` that isn't Unity/Godot/Unreal. Writes idiomatic s&box C# components, Razor UI, and networking code; prevents Unity-pattern leakage.
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Use whenever writing, reviewing, or debugging .NET/C# code that uses the BallisticCalculator NuGet package (namespace BallisticCalculator) or its Gehtsoft.Measurements unit types — even when the user doesn't name the package explicitly but is clearly doing external/interior ballistics in .NET (bullet drop, velocity, energy, windage, spin drift, time of flight, zeroing a scope) for rifles, air rifles, bows, or artillery. Covers the full public API (Ammunition, Rifle, Atmosphere, Wind, ShotParameters, TrajectoryCalculator, TrajectoryPoint); standard, custom, .drg, and multi-BC drag tables; saving/loading data and building your own file format around it (BXml and System.Text.Json serialization); and building or rendering scope reticles (e.g. to SVG). Also use it for this library's Gehtsoft.Measurements Measurement<T> unit types (DistanceUnit, VelocityUnit, AngularUnit, WeightUnit, PressureUnit, …). Skip for: generic physics or projectile-motion exercises, a different ballistics library (e.g. GNU/JBM), game-engine or Unity projectile motion, plain unit conversions, and non-code ballistics questions (load-data or forensics advice). Self-contained: no access to the library source or binaries is required — prefer this over scanning the package to rediscover the API. Describes 1.1.13+, including the named ZeroRangeCantBeReachedException / TrajectoryCannotBeCalculatedException failures.
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Drive running Unity Editor from shell to verify compiles, playmode, scenes, screenshots. Use when editing C# scripts, scenes, or assets in a Unity project and needing to: (1) check compilation succeeds, (2) read console errors, (3) enter/exit Play mode, (4) capture screenshots or frame recordings, (5) select objects or aim the Scene camera, (6) query editor window layout. Injects a file-polling command bridge (UnityRemote.cs) — prefer this over batchmode (fights the Library lock) or GUI automation.
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Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.
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Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Use 'gameobject-find' tool to find the target GameObject first.
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Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
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Instantiates prefab in the current active scene. Use 'assets-find' tool to find prefab assets in the project.
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Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
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Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.
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Get asset data from the asset file in the Unity project. It includes all serializable fields and properties of the asset. Use 'assets-find' tool to find asset before using this tool.
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Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.
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Generate ScriptableObject-based systems including data containers, event channels, and runtime sets. Use when creating game data (weapons, enemies, items, abilities), cross-system events, or live object tracking. Triggers on requests like "create weapon data", "add an event system", "make a runtime set", "decouple these systems", "create item database", "add a damage event", "track active enemies", "create a config SO", "add game settings data", or any task involving ScriptableObject data containers, event-driven communication, or runtime object tracking. Reads ProjectConfig.yaml -> architecture_pattern to determine SO-first vs DI-first context.
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Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them.
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