# @bellona/unity-agent

`@bellona/unity-agent` establishes the Phase 71 Unity-native MCP foundation. It
delivers two pieces:

- a dedicated Nx library that describes the Unity agent runtime, package
  manifest, transport surface, and orchestration contract for downstream tasks
- a Unity Package Manager package at `plugin/com.bellona.agent` that houses the
  C# MCP server bootstrap, protocol contracts, tool registry, and transport
  hosts for live Editor HTTP and batchmode stdio execution

## What This Task Establishes

- Nx project wiring with `build`, `test`, `lint`, and `typecheck` targets
- package metadata for the dedicated `@bellona/unity-agent` library
- a stable runtime manifest for the Unity MCP server domain
- a thin TypeScript MCP client wrapper for programmatic tool, resource, and
  initialization calls over streamable HTTP or externally managed transports
- a deterministic batchmode launch-plan helper for
  `Unity -batchmode -executeMethod`
- a Unity Package Manager package for `com.bellona.agent`
- runtime and editor assembly definition files for the Unity package
- shared C# MCP protocol contracts that later tasks can reuse instead of
  reintroducing message shapes ad hoc
- a C# tool registry scaffold so later editor-domain task work plugs into one
  authoritative registration surface
- a C# server bootstrap that auto-starts a live Editor HTTP listener and a
  batchmode entrypoint that pumps JSON-RPC over stdio for CI workers
- transport host abstractions for `streamable-http` and `stdio`, plus request
  dispatch for `initialize`, `tools/list`, `resources/list`, `resources/read`,
  and `tools/call`
- an attribute-driven tool registration system that discovers Editor-domain MCP
  handlers at startup, publishes typed input and output schemas, and routes
  execution through the same registry metadata
- an `EditorApplication.update`-driven async execution engine for long-running
  MCP tools, plus `notifications/tools/progress` delivery over stdio and HTTP
  event streams so asset imports, builds, and bakes can report progress without
  blocking the Editor
- a live scene-graph MCP resource that serializes loaded scenes, hierarchy,
  components, serialized properties, prefab overrides, and object references
  into a compact normalized JSON snapshot
- a deterministic scene diff engine that compares before-and-after hierarchy
  snapshots, transform deltas, component serialized values, material property
  changes, and lighting parameter changes, then emits both human-readable
  reports and machine-parseable JSON diffs
- a deterministic scene merge assistant that compares base, ours, and theirs
  snapshots, detects GameObject/component/material/lighting conflicts, emits
  side-by-side comparison panes, and previews undo-backed apply operations for
  selected resolutions
- a Unity Package Manager productization workflow that plans distributable UPM
  packaging, signed release artifacts, scoped registry installation config,
  Unity 2022 LTS through Unity 6 compatibility matrices, and
  `Packages/packages-lock.json` rollback guidance
- a dockable in-editor agent panel workflow that generates the primary
  artist-facing `EditorWindow` with a natural-language composer, action
  preview/approval, execution log, undo history, and permission controls
- a resilient auth and reconnect recovery workflow that generates a focused
  `EditorWindow` for token refresh, dropped WebSocket recovery, domain-reload
  restore, editor-restart session persistence, and read-only fallback
- a one-click send/import workflow that generates a unified transfer
  `EditorWindow` for Bellona and Isis generate, fetch, update, publish, and
  replace operations with queue progress indicators and explicit conflict
  resolution policies
- an update-channel management workflow that generates an in-editor upgrade
  cockpit for stable, beta, and nightly tracks with upgrade notifications,
  changelog review, migration notes, and automatic backup planning before
  upgrade
- a diagnostics-panel workflow that generates an in-editor diagnostics cockpit
  for bridge health, C# compilation state, render-pipeline compatibility,
  installed package versions, asset-database integrity, and support-bundle
  export planning
- a guided-recovery workflow that generates an in-editor recovery workspace for
  failed operations with staged repair guidance and support-bundle export
  covering `Editor.log` excerpts, scene snapshot, package manifest, bridge
  state, and reproduction steps
- a Play Mode automated testing workflow that enters Play Mode through
  `EditorApplication.EnterPlaymode()`, simulates gameplay through the Input
  System test framework, captures screenshot checkpoints, samples frame times
  through `ProfilerRecorder` and `FrameTimingManager`, validates runtime-state
  assertions, and emits generated PlayMode fixture source for end-to-end QA
- a build validation pipeline that enforces successful compilation, missing
  reference scans, asset bundle dependency verification, player-settings sanity
  checks, and required Unity test-suite execution before release promotion
- a code quality gate workflow that consolidates Roslyn diagnostics, naming
  convention violations, MonoBehaviour anti-pattern detection, and unsafe Unity
  API usage warnings into one deterministic findings surface
- asset-operation MCP tools for import, reimport, move, rename, delete,
  duplicate, label mutation, and dependency inspection, all backed by
  `AssetDatabase` with explicit refresh, save, and import-option controls
- a `SerializedObject`/`SerializedProperty` bridge that reads and writes Unity
  fields by `GlobalObjectId` and property path, preserving type checks and
  recording changes through Unity Undo
- build-pipeline MCP tools for player builds, asset-bundle builds, and
  Addressables builds, all routed through the async engine with structured
  progress notifications and serialized report payloads
- EditorPrefs and ProjectSettings MCP tools for typed key access plus generic
  serialized property-path reads, writes, and entry discovery across
  `PlayerSettings`, `QualitySettings`, `Physics2DSettings`, `PhysicsSettings`,
  `TagManager`, `TimeManager`, and `AudioManager`
- a project-diagnostics MCP tool that reports Unity version, installed packages,
  render pipeline, scripting backend, target platform, color space, API
  compatibility level, and compilation assembly inventory
- editor-watch notifications that stream asset file changes, compilation
  lifecycle events, play-mode transitions, and scene dirty-state changes over
  both HTTP event streams and stdio
- a Unity Animator Controller document model that captures parameters, layers,
  state machines, nested sub-state machines, states, transitions, blend trees,
  and state machine behaviours in a serializable TypeScript schema
- a structured Animator Controller authoring layer that expands locomotion and
  action intents into valid controller documents with generated parameters,
  blend trees, transition conditions, and action sub-state machines
- a reusable Animator Blend Tree generation layer for 1D, Simple Directional 2D,
  Freeform Directional 2D, Freeform Cartesian 2D, and Direct blend types,
  including automatic threshold, directional position, and direct-weight
  parameter derivation from clip naming conventions
- an Animation Clip manipulation workflow for rig retargeting, position/
  rotation/scale/blend-shape curve edits, event insertion, loop configuration,
  root-motion extraction, and deterministic clip splitting
- an Avatar and Avatar Mask authoring workflow for humanoid bone-mapping
  validation, muscle-range configuration, T-pose enforcement, and body-part or
  transform-path mask generation for layered animation
- a Timeline authoring workflow that expands structured intents into Timeline
  assets and director bindings for activation, animation, audio, signal,
  Cinemachine, control, and custom playable tracks
- a Timeline clip-manipulation workflow for frame-accurate trimming, clip
  splitting, blend and ease adjustment, extrapolation changes, loop policy
  overrides, and speed-multiplier control
- an IK setup automation workflow for Unity Animation Rigging that builds
  `RigBuilder` integration, layered rig stacks, and typed multi-aim, two-bone
  IK, chain IK, twist-correction, damped-transform, and blend-constraint plans
- an Animator Override Controller generation workflow that discovers all
  overridable state and blend-tree clips in a base controller, builds
  per-variant override assets, and warns when duration changes intersect
  exit-time-driven states
- an animation event and signal pipeline automation layer that plans
  AnimationEvent insertions, SignalReceiver reactions for Timeline signals, and
  StateMachineBehaviour-driven gameplay dispatch for Animator state callbacks
- a Terrain authoring workflow that builds normalized Unity-style heightmaps
  from imported data, procedural noise stacks, or structured terrain
  descriptions with explicit size, resolution, and bit-depth controls
- a Terrain Layer authoring workflow that paints splatmaps from height, slope,
  curvature, and procedural noise masks, packs up to 16 layers into atlas pages
  and RGBA channels, and emits per-layer distance-blend plus packed weight-map
  metadata for runtime/base-map use
- a Terrain Detail authoring workflow for grass, flowers, and ground cover that
  emits mask-driven integer density maps, terrain wind settings, global terrain
  detail resolution and draw-distance settings, and per-prototype LOD and layer
  affinity plans
- a Terrain Tree placement workflow that emits Unity-style tree prototypes and
  normalized tree instances with density control, width/height and color
  variation, species mixing rules, exclusion masks for paths/buildings/water,
  and terrain tree-distance/billboard/fade settings
- a Terrain hole-punching and topology-editing workflow that emits boolean hole
  masks plus edited heightfields for caves, tunnels, and building foundations,
  together with Unity-aligned `SetHoles` or `SetHolesDelayLOD` sync plans for
  collision, vegetation, and rendering-mask updates
- a multi-terrain tile stitching workflow for large worlds that synchronizes
  heightmap, splatmap, and detail-map seams across neighboring tiles, plans
  neighbor auto-connect links, and coordinates shared or gradient terrain LOD
  groups across stitched tile sets
- a SpeedTree integration workflow that normalizes `.st` and `.spm` assets into
  terrain-compatible prototype bindings, wind-zone plans, billboard LOD
  transition distances, importer defaults, and role-aware material property
  bindings with platform-specific performance advisories
- an environment probe placement workflow that automates Reflection Probe
  placement, Light Probe group generation with tetrahedralization-ready probe
  positions, Light Probe Proxy Volume planning for large movers, and HDRP
  Adaptive Probe Volume configuration from scene and importance bounds
- a water system authoring workflow that plans HDRP Water System or third-party
  package setups for oceans, rivers, and lakes, including flow maps, foam masks,
  caustics, underwater post-processing, and package requirement checks
- a weather and atmosphere automation workflow that plans scriptable weather and
  time-of-day profiles across builtin, URP, and HDRP, including procedural or
  HDRI sky setups, HDRP physically based sky and volumetric clouds, classic or
  volumetric fog, wind zones, and sun or ambient lighting coordination
- a rigidbody and collider automation workflow that estimates mass from mesh
  bounds, fits box/sphere/capsule/mesh/wheel colliders, generates compound
  convex-decomposition plans for concave meshes, assigns Physic Materials, and
  emits project collision-layer matrices for gameplay roles
- a joint setup automation workflow for articulated objects that plans
  HingeJoint, SpringJoint, FixedJoint, CharacterJoint, and ConfigurableJoint
  anchors, connected anchors, axis alignment, angular or linear limits, drive
  settings, and break-force or break-torque thresholds
- a ragdoll generation workflow for Humanoid avatars that fits capsule colliders
  per limb, distributes mass by anatomical region, calibrates torso and limb
  joints from anatomical constraints, and plans animation-to-ragdoll transition
  blending
- a cloth simulation setup workflow that plans constraint-weight painting,
  sphere and capsule collision primitives, tether and self-collision settings,
  wind interaction response, and virtual particle density for cloth quality
  control
- a NavMesh baking automation workflow that plans surface source selection,
  agent build settings, NavMesh areas, jump/drop/ladder off-mesh links, and
  modifier volumes for navigation constraints and traversal costs
- a NavMeshAgent and NavMeshObstacle automation workflow that plans movement
  tuning, obstacle avoidance quality, path priority, area-cost overrides, and
  obstacle carving behavior for stationary and moving blockers
- a Physics2D automation workflow that plans Rigidbody2D settings, all major
  Collider2D families, Joint2D families, and 2D effectors including buoyancy,
  surface, point, area, and platform effectors
- a physics layer matrix automation workflow that assigns optimized collision
  layers from gameplay roles like player, enemy, projectile, environment,
  trigger, pickup, and UI, separates trigger-only overlaps, and disables
  unnecessary layer pairs to reduce collision checks
- a UI Toolkit document authoring workflow that expands structured intents into
  valid UXML hierarchies with companion USS stylesheets, covering built-in
  controls like Label, Button, Toggle, Slider, TextField, DropdownField,
  Foldout, ScrollView, ListView, TreeView, ProgressBar, RadioButton,
  MinMaxSlider, and custom VisualElements with explicit namespaces
- a UI Toolkit USS stylesheet generation workflow that expands design tokens
  into theme-aware custom properties, base rules, dark/light theme variants,
  responsive breakpoint blocks, and inherited variable aliases for downstream UI
  Toolkit documents
- a UI Toolkit data-binding automation workflow that plans SerializedProperty,
  runtime data-source, and `INotifyValueChanged` bindings with validated binding
  paths, element-target compatibility checks, UXML patch hints, and
  attach/subscribe/write-back update-mode plans
- a legacy Canvas/uGUI authoring workflow that plans `Canvas`, `CanvasScaler`,
  `GraphicRaycaster`, `RectTransform` anchors, horizontal/vertical/grid layout
  groups, `ContentSizeFitter`, `ScrollRect` viewport/content hierarchies, and
  `EventSystem` setup for traditional Unity UI projects
- a UI accessibility automation workflow that plans TextMeshPro readability
  sizing and fallback chains, validates contrast and color-blind-safe palettes,
  emits ARIA-like screen-reader metadata, generates high-contrast variants, and
  lays out Input System rebinding UI controls
- a localization pipeline integration workflow that plans Localization package
  string-table collections, locale-aware RTL and CJK layout adjustments, font
  fallback chains, and Smart String placeholder templates for localized UI
- a HUD and in-game overlay generation workflow that emits Canvas/uGUI or UI
  Toolkit payloads for health bars, minimaps, damage indicators, crosshairs,
  interaction prompts, notification toasts, and dialogue boxes from gameplay HUD
  descriptions
- an Addressables configuration workflow that plans group creation, shared or
  packed bundle layout, label assignment, local or remote profile paths, and
  content-catalog settings for CDN-oriented deployments
- an Addressables group-optimization workflow that analyzes dependencies, load
  patterns, and size targets to reduce bundle count while promoting shared
  dependencies out of duplicated groups
- an Addressables build-pipeline workflow that plans `BuildPlayerContent`,
  update-a-previous-build execution, content catalog and hash artifacts, content
  state output, and CDN upload manifests for remote bundles
- an Addressables loading-code generation workflow that emits type-safe C#
  wrappers with `AsyncOperationHandle` caching, reference counting, memory
  budget enforcement, and preload manifest support
- a legacy AssetBundle workflow that plans bundle assignment, dependency and
  variant analysis, `BuildPipeline.BuildAssetBundles` inputs, parsed manifest
  records, and cache-aware C# loading utilities
- an asset redundancy analysis workflow that detects duplicated textures,
  meshes, and materials across delivery containers and emits shared-group
  refactoring suggestions with byte-savings estimates
- a content update and patching workflow that plans catalog version transitions,
  delta bundle download sets, install-growth and download-size estimates, and
  generated UI Toolkit or uGUI player-facing download progress integration code
- a platform-specific asset variant management workflow that plans mobile low,
  mobile high, console, and PC ultra delivery variants with automatic ASTC,
  ETC2, BC7, and PVRTC texture compression selection plus mesh LOD tier
  assignment and delivery labels
- a Unity Editor error taxonomy workflow that classifies compile, import,
  shader, build, missing-reference, serialization, and editor-crash failures
  with structured codes, severity levels, and operator-impact categorization
- a Unity operator suggestion engine that analyzes failed-operation console
  logs, stack traces, asset state, and taxonomy matches to propose prerequisite
  repairs, safer parameter adjustments, alternative approaches, and stable retry
  steps
- a Unity recovery hint library that maps common error signatures to known fixes
  with confidence scores and machine-plannable automated fix attempts, including
  render-pipeline checks, reference rebinding, importer-setting reviews,
  serialization repair, and crash diagnostics
- a Unity progressive retry strategy workflow that escalates failed operations
  from conservative parameter retry to alternative recovery-oriented tool paths,
  then to diagnostic-bundle capture with specific user-facing guidance and
  crash-safe short-circuiting when the Editor process is lost
- a Unity low-confidence confirmation prompt workflow that assembles operator
  approval prompts with planned action, predicted outcome, risk assessment,
  alternative options, approval-token templates, and retry-strategy-backed safer
  fallbacks before uncertain operations are allowed to proceed
- a Unity domain-reload resilience workflow that restores WebSocket transport,
  session identity, audit continuity, and either replay-safe or clean-abort
  handling when script recompilation destroys managed agent state
- a Unity in-editor asset-browser workflow that generates a split-pane
  EditorWindow with personal, team, and marketplace library tabs, search,
  type-tag-label filters, thumbnail grid browsing, detail inspection, sorting,
  and pagination
- a Unity kitbash assembly workflow that selects multiple library assets, places
  them into a scene through connector-aware snap points, auto-connects
  compatible sockets, resolves conflicting material roles, and groups the
  resulting instances under a deterministically named parent hierarchy
- a Unity drag-and-drop import-and-place workflow that takes a browser-selected
  asset, derives model and texture importer settings, applies deterministic
  material assignment rules, and instantiates the resulting prefab at either the
  scene cursor or an explicit transform through generated EditorWindow tooling
- a Unity asset versioning and update workflow that detects newer library
  versions, summarizes mesh, material, and LOD deltas, and refreshes prefab
  instances while preserving or reapplying scene-level overrides through a
  generated update-review EditorWindow
- a Unity asset collection management workflow that creates and edits named
  collections, plans bulk tagging and collection-scoped exports, and applies
  explicit team-sharing access controls through a generated collection-manager
  EditorWindow
- a Unity smart asset suggestion workflow that analyzes scene genre, style,
  occupied roles, and connector compatibility to recommend complementary library
  assets for scene dressing and kitbashing, along with browser-ready filter
  suggestions
- a Unity scene packaging workflow that stages the scene file, referenced
  prefabs, materials, textures, animations, audio, baked lighting, NavMesh data,
  reflection probe cubemaps, and a manifest into one distributable archive with
  dependency verification
- a Unity scene merge assistant workflow that performs three-way multi-user
  reconciliation across hierarchy, component, material, and lighting edits with
  side-by-side conflict panes and undo-backed apply previews
- a Unity Package Manager release productization workflow that generates signed
  release, install, compatibility, registry, and rollback artifacts for
  distributing `com.bellona.agent` through npm-compatible UPM feeds while
  flagging GitHub Packages mirror constraints
- a Unity first-run onboarding workflow that generates a guided setup
  EditorWindow with environment preset selection, auth bootstrap, render
  pipeline and package validation, and sample-project import planning for new
  Bellona workspaces
- a scene graph authoring workflow that expands natural-language prompts or
  structured hierarchy descriptions into complete Unity scene plans with
  GameObjects, components, nested prefab instances, transform layout, and
  layer/tag assignment
- a scene template system that instantiates parameterized archetypes for main
  menu, loading screen, gameplay level, boss arena, and cutscene stage scenes,
  auto-populating managers, cameras, lighting, UI, audio-listener ownership, and
  clone/reference dependency plans
- a scene asset placement workflow that plans `Physics.CheckBox` or
  `Physics.CheckSphere` clearance queries, raycast-based surface snapping, grid
  snapping, seeded rotation and scale variation, and terrain-height conforming
  for deterministic large-scale scene dressing
- a scatter and instancing placement workflow that distributes prefab instances
  across sampled surfaces using density weighting, slope and altitude masks,
  exclusion zones, seeded variation, preview-before-commit review, and
  undo-backed commit plans for large dressing passes
- a cross-scene reference management workflow that plans dependency-ordered
  additive scene loading, resolves stable-GUID links across scenes, and checks
  scene unload safety with block, detach, and repoint policies
- a batch prefab update pipeline that propagates component patches, material
  swaps, and LOD adjustments across large prefab-variant sets while preserving
  or reapplying per-variant overrides
- a lighting setup automation workflow that expands natural-language scene
  descriptions into Directional, Point, Spot, and HDRP-capable Area light plans
  with physical intensity units, color temperature, shadow resolution, culling
  masks, and baked/mixed/realtime mode selection
- a lightmap baking automation workflow that plans per-object scale in lightmap,
  UV2 padding and seam stitching, ambient occlusion tuning, OpenImageDenoise or
  Optix denoiser selection, Progressive CPU/GPU bake targets, and quality preset
  sample budgets
- a baked lighting probe automation workflow that optimizes Light Probe density
  by scene geometry, partitions probe volumes automatically, selects
  tetrahedralization strategy, and emits lightmap-preview verification findings
  for underprobed partitions
- a URP renderer feature configuration workflow that plans SSAO, screen-space
  shadows, decal renderer setup, render objects passes, full-screen pass
  injection points, and custom ScriptableRendererFeature ordering by render pass
  event
- an HDRP Volume Profile authoring workflow that plans Exposure, Bloom,
  Chromatic Aberration, Color Adjustments, Depth of Field, Film Grain, Lens
  Distortion, Motion Blur, Panini Projection, Tonemapping, Vignette, HDRP fog,
  SSGI, SSR, ray-traced effects, and custom post-process injection ordering
- a Cinemachine automation workflow that plans Virtual Cameras with Body, Aim,
  Noise, Confiner/Collider/Impulse extensions, and State-Driven Camera blending
  rules for gameplay and cinematic camera rigs
- a Cinemachine dolly-path workflow that plans waypoint-driven or
  geometry-derived paths, smooth spline interpolation, Tracked Dolly and Dolly
  Cart setup, speed ramps, and easing-aware camera travel timing
- a render pipeline migration assistant workflow that inventories packages,
  materials, shaders, lighting, probes, post-processing, and renderer features
  to plan Built-in, URP, and HDRP migration steps plus manual blocker review
- a screenshot and turntable render automation workflow that plans camera
  orbits, studio-lighting rigs, checkerboard/gradient/HDRI backgrounds,
  resolution presets, image-sequence capture, and contact-sheet assembly for
  asset review
- a camera staging preset library workflow that plans turntable, orthographic,
  hero-shot, Cinemachine fly-through, and character close-up cameras with
  matched three-point, HDRI, and rim-light studio rigs
- a render preview and contact-sheet workflow that plans composite review
  outputs across clay, wireframe, UV checker, material ID, AO-only, and final
  lit passes as PNG sheets or individual frames
- an automated turntable video capture workflow that plans frame count, rotation
  speed, resolution, Recorder-aligned H.264, ProRes, or EXR-sequence output, and
  optional depth, normal, and motion-vector sidecar AOV export for review or
  compositing
- an asset review annotation workflow that flags non-manifold geometry, UV
  seams, LOD pop, and shadow artifacts on specific review frames or turntable
  captures with deterministic markup overlays, severity, and remediation notes
- an FBX export validation workflow that checks unit scale, target axis,
  non-manifold or degenerate topology, flipped normals, UV overlap, skeleton
  continuity, and animation curve integrity before export
- a glTF and GLB export validation workflow that checks PBR workflow
  compatibility, texture formats and dimensions, accessor min/max integrity,
  node transform decomposition, morph target budgets, and target-runtime
  extension support before export
- a USD export validation workflow that checks layer composition, prim schema
  compliance, UsdPreviewSurface or MaterialX material binding validity, skeletal
  animation consistency, variant-set completeness, and payload or reference
  integrity before export
- a configurable export pipeline workflow that plans pre-export transforms like
  modifier application, triangulation, tangent calculation, lightmap UV
  generation, and mesh optimization, then composes per-format FBX, glTF or GLB,
  and USD settings with post-export hash verification
- a Unity Package export workflow that plans `.unitypackage` archives for
  selected assets with dependency inclusion, GUID-preserving meta files,
  importer settings, and preview thumbnails for clean import into other projects
- a Unity Package dependency analysis workflow that verifies materials,
  textures, shaders, scripts, prefab parents, and animation controllers are
  included in the archive and flags external references that would break import
  in a different project
- an Isis library publish workflow that packages selected GameObjects, Prefabs,
  and Materials into a unitypackage, generates standard-angle screenshots,
  extracts technical metadata such as poly count, material count, bounds, and
  LOD tiers, normalizes semantic tags, and emits a full provenance-aware
  manifest for library registration
- an Isis batch publish pipeline that processes entire asset folders with
  consistent naming normalization, thumbnail generation, metadata extraction,
  per-asset quality gate enforcement, and catalog registration planning in a
  single operation
- an Audio Source automation workflow that plans 2D/3D spatial blend,
  logarithmic/linear/custom rolloff, priority, mixer-group routing, reverb-zone
  awareness, and runtime occlusion handling per emitter
- an Audio Mixer graph authoring workflow that plans group hierarchies, effects
  chains, snapshots, duck-volume control, send/return routing, and exposed
  parameters for runtime mix control
- an ambient audio zone setup workflow that plans AudioReverbZone placement,
  trigger volumes, crossfade corridors, and layered background-music transitions
  with smooth snapshot or volume-based blending
- a prefab authoring automation workflow that builds prefab assets from
  component specifications and generates prefab variants with tracked property
  overrides, added or removed components, added child GameObjects, and nested
  prefab apply-target resolution
- a gameplay component-macro workflow that expands common patterns such as
  character controllers, interactables, collectibles, doors, checkpoints, and
  waypoint paths into reusable scene nodes plus script, UI, VFX, audio, and
  animation setup plans
- an LOD Group automation workflow that analyzes mesh complexity, calibrates
  screen-percentage thresholds, configures cross-fade behavior, and plans final
  culling strategy for authored or generated LOD chains
- an object pooling setup automation workflow that derives pool capacities from
  gameplay spawn-frequency analysis, generates pool-manager and spawn/despawn
  wrapper C# code, and emits prewarm lists for scene startup or deferred load
  phases
- a MonoBehaviour code generation workflow that turns behavioral descriptions
  into Unity-idiomatic C# with lifecycle callbacks, serialized fields,
  RequireComponent attributes, and edit-mode execution support
- a ScriptableObject code generation workflow for custom data assets with
  CreateAssetMenu metadata, nested serializable data structures, OnValidate
  hooks, and generated editor-side PropertyDrawer code
- an Editor script generation workflow for SerializedProperty-based custom
  inspectors, property drawers, EditorWindow panels, SceneView overlays, and
  MenuItem commands with shortcut-key binding
- a gameplay system scaffolding workflow for enum-based and ScriptableObject
  state machines, ScriptableObject event channels, service locators, and
  command-pattern implementations
- an Assembly Definition management workflow for deterministic `.asmdef`
  creation and updates, internal and external reference resolution, platform
  filters, define constraints, and dependency-cycle refactoring suggestions
- a Unity test scaffolding generation workflow for EditMode and PlayMode test
  assemblies, `NUnit` and `UnityTest` fixtures, scene-based integration
  harnesses, and generated Unity API stubs or mocks
- a Roslyn analyzer integration workflow for root `.editorconfig` rules,
  Unity-compatible custom analyzer projects, and generated naming, null-safety,
  and Unity API usage analyzers with Unity import guidance
- an ECS (Entities) code generation workflow for DOTS projects with
  `IComponentData` components, `ISystem` implementations, `EntityQuery`
  definitions, Burst-tagged jobs, authoring bakers, and managed or unmanaged
  component registration
- a DOTS ECS world-setup automation workflow for explicit `World` bootstrap
  generation, ordered root and custom `ComponentSystemGroup` scaffolding,
  archetype catalog definition, component layout planning, and Burst-ready job
  system composition for high-performance gameplay loops
- a Netcode for GameObjects setup automation workflow for `NetworkManager`
  bootstrap generation, `NetworkBehaviour` scaffolding, `NetworkVariable`
  planning, RPC endpoint generation, prefab spawn-handler registration, and
  network scene-management configuration
- a Netcode for Entities setup automation workflow for ghost authoring, ghost
  snapshot configuration, client and server world separation, prediction or
  interpolation planning, and network protocol configuration
- a multiplayer lobby and matchmaking scaffold workflow for Unity Lobby Service
  integration, Relay allocation, session-management scaffolding, synchronized
  player data schemas, and ready-check state-machine generation
- a multiplayer testing automation workflow for in-editor multi-client
  simulation, latency or jitter or packet-loss emulation, and deterministic
  replay capture for desync debugging
- a project-wide validation rules workflow for missing script references, broken
  prefab connections, unresolved material or shader references, empty
  GameObjects, unused assets, duplicate GUIDs, and assembly definition cycles
- an asset quality gates workflow for texture power-of-two validation, per-LOD
  mesh polygon budgets, animation clip naming conventions, audio clip format and
  sample-rate requirements, and Addressable group size limits
- a scene quality gates workflow for draw-call budgets, batch counts, shadow
  caster counts, realtime-light limits, UI canvas rebuild frequency, physics
  body counts, and NavMesh coverage verification
- an automated visual regression testing workflow for predefined camera-angle
  screenshot capture, golden-image comparison, and SSIM or FLIP threshold
  enforcement
- a performance budget enforcement workflow for 16.6ms or 33.3ms frame-time
  targets, GPU category budgets, per-platform memory ceilings, and automated
  profiler snapshot capture
- a multi-platform build orchestration workflow for Windows, macOS, Linux,
  Android, iOS, WebGL, PS5, Xbox Series, and Switch build matrices with
  sequential or parallel scheduling, per-platform PlayerSettings, quality tiers,
  and scripting defines
- an Android build automation workflow for signing keystore planning, Gradle
  template customization, ProGuard rules, AAB/APK output selection, target API
  and ABI filtering, and Play Asset Delivery pack configuration
- an iOS build automation workflow for Xcode project export planning,
  entitlements, provisioning profiles, signing identity management, Apple
  platform capabilities, bitcode decisions, and framework embedding
- a WebGL build automation workflow for compression selection, memory sizing,
  WebAssembly streaming, template customization, progressive loading, and
  generated deployment-server configuration
- a build hook automation workflow for `IPreprocessBuildWithReport` and
  `IPostprocessBuildWithReport` planning, including pre-build validation,
  post-build symbol upload, build report archival, notification dispatch, and
  failure diagnostics
- a Scriptable Build Pipeline integration workflow for `IBuildTask` graph
  planning, content-pipeline callbacks, asset-processing hooks, and
  deterministic build-output controls
- a build size analysis and optimization workflow for per-asset contribution
  reports, texture format and mesh compression recommendations, unused asset
  detection, and dependency-aware tree-shaking guidance
- a CI/CD pipeline template workflow for GitHub Actions, GitLab CI, and Jenkins
  with Unity build matrices, cache plans, secret bindings, artifact publishing,
  and test result reporting
- a UI screen-flow generation workflow that expands wireframe-style screen
  descriptions into panel hierarchies, directional navigation graphs, route
  transitions, and keyboard/gamepad focus plans for either UI Toolkit or legacy
  Canvas/uGUI authoring
- a Shader Graph node catalog covering built-in URP and HDRP node families with
  explicit category, pipeline, and port-type metadata for authoring workflows
- a structured-intent Shader Graph authoring engine that expands PBR material
  requests into concrete URP or HDRP node graphs with base color, metallic,
  smoothness, normal, occlusion, detail, emission-mask, and vertex-displacement
  wiring
- a Shader Graph template library with production presets for standard lit,
  toon/cel, holographic, glass, foliage, water, terrain blend, decal,
  dissolve/VFX, and HDRP eye/skin materials, including pipeline requirements and
  preset-to-document instantiation helpers
- a Shader Graph material-binding layer that builds material instance
  descriptors from authored graphs or presets, maps albedo/normal/metallic/
  roughness/AO/height/emission textures to the right shader properties, emits
  shader keyword recommendations, and plans Unity texture import settings plus
  metallic-smoothness packing
- a Material Variant workflow layer that builds normalized parent/child material
  libraries, automates variant creation, manages property and keyword overrides,
  supports apply-upward/revert/reparent/delete flows, validates lineage
  integrity, and flattens effective descriptors for large asset-library
  maintenance
- a render-pipeline-aware Shader Graph validator that checks declared versus
  active URP/HDRP targets, verifies node availability against the selected
  pipeline, enforces minimum-target platform rules for mobile/WebGL/desktop/
  console/XR, and reports unsupported or risky node and feature usage
- a batch material-generation pipeline that processes whole PBR texture
  libraries, binds graphs into base materials, emits `lod1`/`lod2`/mobile
  fallback variants, plans platform-specific texture import overrides, and
  reports when mobile compatibility still requires an alternate graph
- a VFX Graph document model that serializes Unity-style multi-object `.vfx`
  assets with systems, contexts, ordered blocks, operators, properties,
  subgraphs, data links, and GPU event connections for later authoring and diff
  workflows
- a VFX Graph node catalog that covers built-in Spawn, Initialize, Update,
  Output, attribute, and operator nodes with context legality, port metadata,
  and attribute read/write semantics for authoring workflows
- a structured-intent VFX Graph authoring engine that expands multi-system
  emitter intents into valid event, spawn, initialize, update, output, and
  GPU-event-driven child systems with deterministic properties, operators, data
  links, and output blocks
- a production VFX Graph template library with presets for fire, smoke, sparks,
  weather, impacts, magic, portals, trails, explosions, dust, water, lightning,
  confetti, shields, and teleport effects, including metadata, requirements, and
  preset-to-graph instantiation helpers
- a legacy Shuriken Particle System authoring engine for non-VFX-Graph projects
  that models emission, shape, velocity, color/size over lifetime, noise,
  collision, sub-emitters, triggers, renderer configuration, and external forces
  as deterministic asset descriptors
- a VFX performance profiling layer that maps Unity VFX telemetry capture onto
  `VisualEffect.aliveParticleCount`, `FrameTimingManager`, `ProfilerRecorder`,
  and debugger overdraw data, then evaluates platform budgets and generates
  automatic LOD suggestions
- a VFX event-binding automation layer that maps animation events, collision or
  trigger callbacks, Timeline signals, and custom C# events onto normalized
  `VisualEffect.SendEvent` dispatch routes with payload-attribute planning
- a VFX Graph diff/merge engine that detects added, removed, and modified
  records, data links, and GPU event connections, performs three-way merges, and
  emits manual conflict markers for graph-structure collisions
- a Shader Graph diff/merge engine that detects added, removed, and modified
  records and edges, performs three-way merges, and emits manual conflict
  markers for node, edge, or graph-level collisions
- a Shader Graph sub-graph refactoring layer that identifies repeated reusable
  node patterns, extracts them into shared sub-graph assets with exposed input
  and output ports, and rewrites matching parent-graph occurrences to
  `SubGraphNode` references
- tests that lock the package/runtime contract and plugin file layout

## Runtime Shape

The TypeScript manifest intentionally maps the next Unity-agent tasks onto one
coherent surface:

- `validation` for render-pipeline, package, and platform-aware preflight
- `selection` for semantic GameObject and Component resolution
- `scene-context` for resource snapshots of loaded scenes and hierarchy state
- `transactions` for undo-backed reversible edit groups
- `batch` for `-batchmode -executeMethod` orchestration
- `audit` for exact Editor API and console log capture
- `policy` for risk-based permission gating
- `multi-scene` for additive scene coordination
- `asset-query` for AssetDatabase, Addressables, and dependency search

The Unity package now includes the package manifest, assembly boundaries, MCP
contract classes, a tool registry, an editor auto-start bootstrap, a batchmode
stdio pump, and concrete transport hosts. Later tasks can extend the same server
host with richer tool registration, async execution, scene serialization, and
serialized-property bridges without moving files or reshaping the package
boundary.
