Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.
日本語の概要は準備中です。原文の説明を表示しています。
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概要と使いどころ
Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
End-of-story completion review. Reads the story file, verifies each acceptance criterion against the implementation, checks for GDD/ADR deviations, prompts code review, updates story status to Complete, and surfaces the next ready story from the sprint.
日本語の概要は準備中です。原文の説明を表示しています。
Opt-in DI architecture using Reflex for Unity 6+. Covers container setup, scoping, injection, command pattern, update management, and class taxonomy. Use when ProjectConfig.yaml -> architecture_pattern is "di-first", or when the user asks about dependency injection, inversion of control, service architecture, or testable game code. Triggers on "set up DI", "add dependency injection", "create a service", "wire up dependencies", "make this testable", "decouple these systems", "add a command pattern", "cross-feature communication", or architecture discussions involving testability, decoupling, and service layers. Only activates when ProjectConfig.yaml -> architecture_pattern is "di-first". For simpler projects, use uw-scriptable-object-arch instead.
日本語の概要は準備中です。原文の説明を表示しています。
Orchestrate the release team: coordinates release-manager, qa-lead, devops-engineer, and producer to execute a release from candidate to deployment.
日本語の概要は準備中です。原文の説明を表示しています。
Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.
日本語の概要は準備中です。原文の説明を表示しています。
Quality review of test files and manual evidence documents. Goes beyond existence checks — evaluates assertion coverage, edge case handling, naming conventions, and evidence completeness. Produces ADEQUATE/INCOMPLETE/MISSING verdict per story. Run before QA sign-off or on demand.
日本語の概要は準備中です。原文の説明を表示しています。
Validate skill files for structural compliance and behavioral correctness. Three modes: static (linter), spec (behavioral), audit (coverage report).
日本語の概要は準備中です。原文の説明を表示しています。
Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality.
日本語の概要は準備中です。原文の説明を表示しています。
Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.
日本語の概要は準備中です。原文の説明を表示しています。
Validate that a story file is implementation-ready. Checks for embedded GDD requirements, ADR references, engine notes, clear acceptance criteria, and no open design questions. Produces READY / NEEDS WORK / BLOCKED verdict with specific gaps. Use when user says 'is this story ready', 'can I start on this story', 'is story X ready to implement'.
日本語の概要は準備中です。原文の説明を表示しています。
Detect non-deterministic (flaky) tests by reading CI run logs or test result history. Aggregates pass rates per test, identifies intermittent failures, recommends quarantine or fix, and maintains a flaky test registry. Best run during Polish phase or after multiple CI runs.
日本語の概要は準備中です。原文の説明を表示しています。
Fast sprint status check. Reads the current sprint plan, scans story files for status, and produces a concise progress snapshot with burndown assessment and emerging risks. Run at any time during a sprint for quick situational awareness. Use when user asks 'how is the sprint going', 'sprint update', 'show sprint progress'.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character states", "screen flow", "game flow", "add states to", "idle/run/jump", "menu flow", "AI states", "boss phases", or any task involving managing discrete states with transitions between them. Reads ProjectConfig.yaml -> architecture_pattern to adapt patterns for SO-first or DI-first.
日本語の概要は準備中です。原文の説明を表示しています。
Systematic 4-phase debugging framework for Unity projects with GameDebug wrapper generation. Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes. Triggers on requests like "this doesn't work", "there's a bug", "it crashes when", "fix this error", "why is this happening", "null reference exception", "test is failing", "unexpected behavior", "something broke", or any debugging task. Four-phase framework (gather evidence, isolate, hypothesize, fix) that ensures understanding before attempting solutions.
日本語の概要は準備中です。原文の説明を表示しています。
Create a complete feature module with folder structure, Assembly Definition (.asmdef), test assembly, and namespace. Use when adding a new feature, system, or module to a Unity project. Triggers on requests like "create a new feature", "scaffold a module", "add a combat system", "I need a health system", "set up inventory", "create a new module for X", "add a new system", "new feature folder", or any task requiring new folders, assemblies, or namespaces for a gameplay feature — even when the user just names a system they want to build from scratch. Reads ProjectConfig.yaml for folder_strategy and MCP availability.
日本語の概要は準備中です。原文の説明を表示しています。
Generates EditMode and PlayMode tests using NUnit, mapped from GDD Gherkin scenarios. Use when writing tests, validating features, ensuring code quality, or verifying behavior after changes. Triggers on requests like "write tests for this", "test the health system", "add unit tests", "verify this works", "add PlayMode tests", "test this feature", "write integration tests", "make sure this doesn't break", "add test coverage", "TDD this feature", or any task involving test creation, test-driven development, or quality assurance. Maps Given/When/Then scenarios directly to test methods using NUnit assertions.
日本語の概要は準備中です。原文の説明を表示しています。
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
日本語の概要は準備中です。原文の説明を表示しています。
Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
日本語の概要は準備中です。原文の説明を表示しています。
Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames).
日本語の概要は準備中です。原文の説明を表示しています。
Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
日本語の概要は準備中です。原文の説明を表示しています。