An agent for Unity that reproduces the bug in Play Mode, weighs competing fixes, lets you pick one,
then re-tests in the same setup, before → after. You follow it in Flow, not in a wall of chat.
At a glance · How it works · Flow · Install · FAQ
| Agents usually | unity-dev |
|---|---|
| ❌ Guess the cause from the code | ✅ Reproduce it in Play Mode: a driver script plays the scenario, logs record what happens |
| ❌ Patch the first idea that comes to mind | ✅ Compare competing fixes: a critic tries to break each, a judge scores them. You pick |
| ❌ Say "fixed" when it compiles | ✅ "Fixed" only after QA in the game: same setup, before → after |
| ❌ Tweak a shared prefab or base class "while here" | ✅ Anything that changes behavior outside your scenario is your call |
| ❌ Bury the work in a long chat | ✅ Flow: findings, options, your choice and the checks as cards you scan in seconds |
| ❌ Answer with logs, diffs and a wall of text | ✅ No fluff: the answer first, in the game's words, then a picture as proof |
Short animations of what unity-dev does. The real interface is in Flow below.
Every task that touches the project runs the same stages: implement, debug, optimize, review or merge.
- Sub-agents in parallel. One per hypothesis, one per R&D branch, a critic for each branch, a reviewer and a tester who didn't write the change.
- Its own test scene from your prefabs. The part under check stays original; the scene stays in the project for the next round.
- Works through your Editor. Uses the project's Unity MCP bridge, or offers to install MCP for Unity. One Unity per project, and it won't close an Editor you have open.
- You pick the depth. Fast: no Play Mode round, the report lists what to check in the game. Normal: reproduce and QA in Play Mode. Deep: measured before → after across every scenario.
- Remembers the project. A private
.ai-profile/(never committed): stack, patterns, fragile spots, how to bring objects into a testable state.
A chat with an agent grows into a wall of text you scroll back through. Flow lays the same task out as cards: what was found, the fixes side by side, the question that waits for you, what was checked.
- Decide where the choice is. The question stands on the decision's card, the options' pros and cons right above it. One click answers.
- Read what the player sees. Cards speak the game's words: "the popup stays open after the second purchase", not class names.
- See where the work is. Each agent shows on the step it works on; the bar says what runs now and what waits for you.
Proof, not prose. The checks come with their evidence: drag across the before → after, open a step's details beside the canvas.
- More · Why? · How? on every card: the step's plan, results, rules and evidence open beside it, the place on the canvas kept.
- Two more views when you need them. Decisions: the reasoning graph, every step with its rule and evidence. Tech: what each agent did, with time and tokens.
- Local. The viewer runs on your machine and opens with every Codex or Claude Code session. It is FlowAI Graph, built into this plugin.
The animations at the top are illustrations drawn for this page. The recordings in this section are the actual viewer; the popup scenario is a scripted demo replay with illustrative evidence, not a new Unity test run.
One answer format, built for ADHD and for anyone who wants results instead of articles:
- First line = the answer. Yes / no / the cause / the number. Then at most 5 bullets.
- Show, don't tell. Diagrams, screenshots, before / after, tables with ✅
⚠️ ❌. - Fixed blocks: Done · Your action needed · Not verified. Nothing hidden in prose.
One plugin, unity-dev, with Flow built in. Needs a Unity project, Python 3.11+, Git, and Codex or Claude Code. Play Mode checks need a Unity MCP bridge.
git clone --recurse-submodules https://github.com/Watcher3056/unity-dev
cd unity-dev
python -m pip install -r requirements-dev.txtNeeds the Codex app or CLI.
python tools/build_plugin.py --installStart a new session and trust the plugin's hooks in /hooks. Then, in your Unity project:
$unity-dev Use Normal. The purchase popup doesn't close after the second buy.
Needs Claude Code (app or CLI); on Windows, Git Bash, since the plugin's hooks run in bash.
python tools/build_plugin.py --host claude --installStart a new session or run /reload-plugins. Then, in your Unity project:
/unity-dev:unity-dev Use Normal. The purchase popup doesn't close after the second buy.
Use py -3 instead of python on Windows if needed. The skill's roles come with the plugin as sub-agents (unity-dev-tester, etc.).
Another graph? Why do I need it?
Most agent graphs are debugging tools: nodes, tool calls and tokens, made for whoever builds the agent. Flow is made for whoever works with it. It lays the task out the way you think about it: what was found, the fixes, what waits for you, what was checked in the game. And you act right there: pick a fix on its card, ask Why? beside a step, send the result back with a remark. You iterate on the task, not on a prompt. The technical views are one tab away when you want them. More in FlowAI Graph's FAQ.
Will it change my scenes or prefabs?
It checks the game through its own calls, and when your scene is impractical to drive, it builds a test scene from your original prefabs, so the part under check stays original. A fix that changes behavior outside your scenario, such as in a shared prefab or a base class, waits for your choice. A test scene stays in the project for the next round; you remove it when you're done.
Does it need Unity open?
For Normal and Deep, yes: it plays the scenario through your project's Unity MCP bridge, or offers to install MCP for Unity. It uses one Unity per project and won't close an Editor you have open. Fast doesn't run the game: its report lists what to check in it, and never says "fixed".
How long does a task take?
You pick the depth per task: Fast, Normal or Deep. A word in the request is enough ("quickly", "check it in the game", "thoroughly"), or set the project's default in .ai-profile/project.md. Fast is the default.
Do I need to install FlowAI Graph separately?
No. Graph is pinned to an exact version and built into the plugin; Flow opens with every Codex or Claude Code session.
Repo map
skills/unity-dev/ SKILL.md + references for each mode, the Flow stage profile (graph/)
hosts/ each app's own words for the skill (tools, configs, limits)
skills-plugin/ the plugin's own hooks (each role's files, the tester's core rules, briefs)
vendor/flow-ai-graph/ FlowAI Graph, pinned to an exact commit and bundled into the plugin
tools/build_plugin.py builds and installs the plugin for Codex or Claude Code
docs/ usage, media notes
Builds, updates, removal and data · Media notes · MIT license
How the rules are made
- From real work. Rules come from real chat history and real failures, then get generalized: no project names, examples from varied domains.
- Directions, not dogma. Strict wording only for safety, correctness and your explicit decisions. Everything else is a direction plus challenge questions.
- Tested before trusted. Each rule change is played through recorded benchmark cases with a blind judge before it ships.


