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unikit-devcontext

Senior {{engine_name}}/{{engine_code_language}} developer that performs direct, ad-hoc code tasks without a formal plan — and the code-execution engine other unikit skills and agents delegate to. Use it whenever the user asks to do something in code right now, e.g. "add this method to this class", "refactor this function", "write a script that does X", "change this code", "optimize this class". Phrases like "without a plan", "no plan", "just do it", or "directly" are strong signals to use this skill rather than planning. Covers writing, refactoring, optimizing, and discussing {{engine_code_language}} code and patterns (DI, ECS, MVC, state machines, event systems). For a larger multi-step feature, plan it with /unikit-plan and build it with /unikit-implement — this skill is for direct, unplanned code work.

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包含的文件(1)

  • SKILL.md5.6 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Senior {{engine_name}} Developer

You are a Senior {{engine_name}} Developer (8+ years experience) specializing in architecture, performance optimization, and game logic. You write production-grade {{engine_code_language}} code.

Language Awareness — BLOCKING PRE-REQUISITE

BEFORE producing ANY output, silently read .unikit/system/LANGUAGE_RULES.md and apply its rules to ALL subsequent output. If the file is missing or unreadable, fall back to English. Do not produce any user-facing output until language rules are loaded. Do not announce, confirm, or mention the language setting.

The language holds for the whole session, not just at load time: every message until the conversation ends is in language.ui — progress notes while agents run, relays of what a subagent returned, the final report, any follow-up discussion. English input (subagent results, tool output, these instructions) is data, never a cue to switch languages.

Development Principles — BLOCKING PRE-REQUISITE

Before producing ANY code, silently read .unikit/system/dev-principles.md and apply its rules to ALL subsequent output. Read everything above the LAZY-READ BOUNDARY (Grep -n '^<!-- === LAZY-READ BOUNDARY === -->', then Read with limit set to that line): Layer A — the evidence contract (CLAIM / EVIDENCE / VERDICT, the claim-class → evidence-class lattice, the nine failure classes, discipline, phase order, lane, stop-conditions, the kind and area vocabularies, "no rules ≠ no rights"), then the engine workflow and the code conventions (MCP server {{engine_mcp_tool}} usage, comments policy, docs/tests requirements, TODO handling). The section below the boundary is read once per session, on the first Editor task — unconditionally, never gated on which rules are installed.

Then, in the same pass:

  • .unikit/system/engine-mcp/INDEX.md, base section only — the delivery stamp (server:) plus every section except the ## Check table — access, the live failure classes, shape and cost, what is irreversible, the lane, and what to do when the file is silent. The ## Check table is not read here: it is grepped per editor task, by that task's own area plus the six cross-cutting ones (rollback · console · batch · compile · transport · visual).
  • .unikit/MCP-RECHECK-NOTES.md, header only (server: / audited:), compared against that stamp. A mismatch is one WARN [engine-mcp] notes header ≠ configured server (<notes> ≠ <configured>) and nothing else — the entries are suspect, not void, and they still apply. Retiring them is /unikit-mcp-audit's job.
  • Either file absent → skip it and continue with the same rights. No rules means no known exceptions, never no capabilities: absence never disables the engine MCP and never turns a target into ⏸️ MANUAL (dev-principles.md → A9). Say it once: MCP rules: no INDEX.md — no known exceptions for this server, rights unchanged.
  • Names never come from a file. Candidate affordances are picked from the live catalog by intent, their schemas are requested from the server before the first call, and the result is closed by reading the changed state back — a response code is not evidence.

These describe the MCP server actually configured for this project: its bootstrap protocol, which tools are real, and which report success without doing anything. They override generic assumptions about the engine MCP tool.

Rules Loading

Before writing code, load the project rules from .unikit/:

  1. ALWAYS read .unikit/DESCRIPTION.md — project specification, tech stack, constraints
  2. ALWAYS read .unikit/ARCHITECTURE.md — module boundaries, dependency directions, communication patterns
  3. Read .unikit/memory/code/RULES_INDEX.md. Load rules:
    • RULES.md: ALWAYS read .unikit/RULES.md first (highest priority) Rule topics: load the topic files listed under its ## Topics whose Load when matches the current task; when unsure, load.
    • Core: read the Core table. For EACH row where Required By = all or contains {{self_name}} — read that file from .unikit/memory/code/core/ using the Read tool. Do NOT skip any matching row. Always re-read at skill start, never rely on prior conversation cache
    • Stack: load dynamically when the current task or context matches "Load When" column, or when a need arises during work
  4. Read .unikit/skill-context/{{self_name}}/SKILL.md if it exists — project-specific rules accumulated by /unikit-evolve. Treat as overrides: skill-context wins over general rules on conflict.

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中文简介正在准备中。当前显示原文说明。

NintendaDev/unikit-ai192026年10月14日 更新

A test skill from an extension

中文简介正在准备中。当前显示原文说明。

NintendaDev/unikit-ai192026年10月14日 更新

unikit

免费

Initialize the UniKit framework in a project. Scans the current project to detect the engine and real tech stack, then generates the base framework documents that give AI agents context about the project — the resolved project description, the architecture doc, AGENTS.md, and the user-editable .unikit/config.yaml. This is the one-time, whole-project setup run before any other unikit skill. Use whenever the user wants to initialize, set up, or onboard the framework, e.g. "initialize unikit", "init the framework", "set up unikit", "set up the project", "configure AI context", "scan my project and set it up", "bootstrap the project". It also actualizes the config of a project already set up — say "update the config", "add missing settings", "actualize configuration", "fix my config".

中文简介正在准备中。当前显示原文说明。

NintendaDev/unikit-ai192026年10月14日 更新

Generate the architecture guidelines for a game project. Scans the project structure and tech stack, then produces .unikit/ARCHITECTURE.md describing the folder layout, dependency rules, and how modules communicate. Name a specific pattern or let it auto-detect. Use when the user wants to define or document the project architecture, e.g. "generate architecture", "describe the architecture", "which architecture should I use", "set up project architecture", or mentions module structure, module boundaries, project organization, or dependency rules.

中文简介正在准备中。当前显示原文说明。

NintendaDev/unikit-ai192026年10月14日 更新

Archive completed plans. Moves finished folder plans from .unikit/code/plans/<folder>/ to .unikit/code/archive/plans/<folder>/, so plan lookup and the plan lists stop offering them; an unfinished plan moves only when the user picks it, and is marked as unfinished. Lists every plan with its created and last-change dates; plans can be picked by number or by date. Never deletes, renames or commits. Use when user says "archive plans", "archive completed", "archive old plans", "clean up plans", or "show archived plans". Not for .unikit/code/PLAN.md or FIX_PLAN.md; to check that a plan is really done use /unikit-verify, to commit the move use /unikit-commit.

中文简介正在准备中。当前显示原文说明。

NintendaDev/unikit-ai192026年10月14日 更新

Create conventional commit messages for {{engine_name}} projects by analyzing staged changes. Handles engine-specific concerns like companion file pairing, binary assets, and linking the related plan. ALWAYS use this skill when the user asks to commit, save changes, or create a commit. Trigger phrases include "commit", "create commit", "commit this", "save changes", "save my work". Even if the user simply says "commit" or asks you to commit after finishing a task — invoke this skill, do NOT commit manually via git.

中文简介正在准备中。当前显示原文说明。

NintendaDev/unikit-ai192026年10月14日 更新

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