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Planning packs · Version 1.0.0

Bevy · project planning pack

Plan a Bevy game foundation with a playable-slice brief, technology-specific setup guide, proposed tasks, acceptance criteria and the Orqestria game development team.

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Bevy · project planning pack

Plan a Bevy game foundation with a playable-slice brief, technology-specific setup guide, proposed tasks, acceptance criteria and the Orqestria game development team.

This planning pack creates a project containing documents and assigns the recommended agents with their existing skills. It contains no external application code or installer and does not start an application. The task lists are proposals in files; no board tasks are created automatically.

Rust 2D/3D engine organized around entities, components, systems and plugins.

Bevy fits a team that wants game architecture expressed in Rust code and composable systems. Its examples help validate scheduling, rendering and input while keeping game state separate from engine services.

First playable slice or technical spike

Spawn an entity, move it through scheduled systems, update an objective and leave/re-enter the game state without retaining old entities.

Runtime state and assets

Entities, components, resources, system ordering, game states, asset handles and plugin compatibility.

Recommended team

Max, Jett, Lumi, Soren, Niko, Vega, Riff, Tessa, Orion, Atlas, Maya, and Cleo

Documents in this pack

Read the gameplay or technical brief, agree on a small observable result and adapt the proposed tasks before implementation. The selected framework's own APIs and toolchain take precedence; Unity-specific agent skills do not make Unity APIs valid in another engine.

  • Project brief: planning/en/brief.md
  • Proposed initial tasks: planning/en/proposed-tasks.md
  • Acceptance criteria: planning/en/acceptance.md
  • Create and validate your own game project: planning/en/foundation-selection.md

Selected foundation and official sources

Explore the category recommendations

Official sources checked: Oct 26, 2026. Recheck a stable release, documentation and license before adoption; this source review is not a security audit.

Proposed initial tasks

These are suggested tasks to discuss and add to your board. Installation writes these documents into the project; it does not create work items, run external setup commands or contact the linked services.

Define scope and outcomes

Define the player interaction or technical hypothesis, target devices, controls, accessibility needs, frame/memory budget and what the prototype excludes. Use this observable journey: Spawn an entity, move it through scheduled systems, update an objective and leave/re-enter the game state without retaining old entities.

Validate the foundation choice

Compare this foundation with at least one alternative in the linked collection. Record the supported language, editor needs, target platforms, dependency versions, asset workflow and missing systems. A rendering library, physics engine or backend is one part of the architecture; identify its companion components.

Verify the current upstream and dependencies

Review official source, licenses, edition terms, dependency requirements, maintenance activity and security advisories for the exact revision. Record unresolved findings and necessary changes before adopting it.

Model runtime state and ownership

Define update timing, state transitions, asset/resource ownership and save boundaries for: Entities, components, resources, system ordering, game states, asset handles and plugin compatibility. If the prototype is networked, define server authority, client intent validation and reconnect behavior; otherwise record that networking is outside scope.

Prototype the smallest complete scenario

Create a separate game or integration project through the foundation's documented setup. Use simple licensed assets, implement the whole slice and include restart/reset and one failure case. Keep engine-source modifications separate from the game's code. Do not run installers, generators or external services merely because this pack was installed.

Measure and prepare delivery

Measure frame time and memory on an intended device, or tick latency and load for a backend. Verify the actual target build, save/reconnect behavior where applicable and reproducible asset processing. Record dependency pins, third-party notices, backups, upgrade/rollback owners and any hosting or platform requirements.

Acceptance criteria

These criteria define the first prototype's review, not completed work. Attach evidence and unresolved issues when the team evaluates each item.

  • The agreed scenario is demonstrated end to end with representative records: Spawn an entity, move it through scheduled systems, update an objective and leave/re-enter the game state without retaining old entities.
  • The selected revision and at least one alternative are documented with official sources, license terms, toolchain compatibility and the missing gameplay/rendering/physics/network components.
  • Input and state ownership have explicit boundaries. Networked variants reject invalid client commands and unauthorized player-data access; local variants verify resource ownership and mark networking out of scope.
  • Restart/reset, invalid input and a relevant loading, connection or state-transition failure have visible, recoverable outcomes without duplicate sessions or leaked resources.
  • Applicable game saves or backend state have a documented recovery procedure; a stateless slice instead proves clean state reset and reproducible asset loading.
  • Target build evidence, measured frame/memory or server budgets, dependency pins, required license notices, known gaps and upgrade/rollback responsibilities are recorded.
  • A separate Cargo game demonstrates the slice and state cleanup with compatible engine/plugins, a recorded Rust toolchain and a documented upgrade path.

Create and validate your own game project

Follow the official quick start with a compatible stable Rust toolchain. Create a separate Cargo game, pin Bevy, add components and systems, and demonstrate spawning, input and cleanup before adopting extra plugins.

Bevy is evolving and releases can introduce breaking APIs. Pin the engine, Rust toolchain and compatible plugin versions and plan migration work.

The repository is engine source, not a visual-editor project or a finished game. Editor and content workflows need an explicit choice.

Official sources checked: Oct 26, 2026. Recheck a stable release, documentation and license before adoption; this source review is not a security audit.

What is included

Agents 12

Skills in this project 83

Discover what each skill helps you build. Open a card for an explanation, concrete outcomes and a practical example.

API compatibility review

Checks whether a game-service API change would break installed clients, reconnecting sessions or queued requests. Explains how to introduce new fields while preserving existing callers.

api-compatibility-review

Included files 1
  • SKILL.md

API documentation

Explains how the game client calls server endpoints, which player permissions apply and what success or failure means. Examples follow the implemented request and response formats.

api-documentation

Included files 2
  • LICENSE.txt
  • SKILL.md

Connect systems and services

Connects game services through clear data contracts, time limits and controlled retries. Prevents repeated result notifications from creating duplicate rewards or inconsistent player progress.

api-integration

Included files 2
  • LICENSE.txt
  • SKILL.md

API contract testing

Tests game-service requests against their published contracts, including permissions, invalid inputs and repeated calls. Checks the resulting game data as well as the HTTP response.

api-testing

Included files 2
  • LICENSE.txt
  • SKILL.md

Architecture planning

Plans the responsibilities of the game client, match server and persistent services around your actual requirements. Compares practical options, recovery needs and operating costs before implementation.

architecture-planning

Included files 2
  • LICENSE.txt
  • SKILL.md

Review authorization and tenant boundaries

Reviews who may read or change player, guild and game-workspace data. Follows permissions through nested identifiers, downloads and live events instead of trusting hidden interface controls.

authorization-tenant-boundary-review

Included files 1
  • SKILL.md

Authorization testing

Builds concrete allowed and forbidden cases for player accounts and administration tools. Proves that direct requests cannot bypass ownership, roles or revoked access in the game backend.

authorization-testing

Included files 2
  • LICENSE.txt
  • SKILL.md

Backend implementation

Implements server-side game rules in small, testable steps. Coordinates validation, permissions and related data changes so interrupted or simultaneous requests leave player state consistent.

backend-implementation

Included files 2
  • LICENSE.txt
  • SKILL.md

Reliable background jobs

Makes delayed game-server work recoverable when a worker stops or a message arrives twice. Tracks completed effects so retries do not repeat rewards or lose unfinished work.

background-jobs

Included files 2
  • LICENSE.txt
  • SKILL.md

Actionable bug reports

Turns a playtest failure into a reproducible report with the affected build, exact steps and player impact. Separates observed evidence from guesses about the underlying cause.

bug-reporting

Included files 2
  • LICENSE.txt
  • SKILL.md

Business project foundations

Helps choose an existing application foundation for the business tools around a game, such as support or tournament administration. Compares workflow fit, integration effort and ongoing ownership.

business-project-foundations

Included files 4
  • SKILL.md
  • references/README.md
  • references/adoption-checklist.md
  • references/repositories.json

Business integrity review

Reviews game-backend changes for invalid state transitions and incomplete or repeated writes. Checks that actions such as trades and reward claims preserve agreed ownership and balance rules.

business-state-data-integrity-review

Included files 1
  • SKILL.md

Focused code changes

Keeps a gameplay change focused and easy to review while following the project's existing conventions. Preserves other contributors' work and avoids unrelated rewrites or new dependencies.

clean-changes

Included files 1
  • SKILL.md

Code review

Reviews a game-code change in the context of its callers, saved data and failure paths. Prioritizes demonstrable gameplay, security and consistency defects with clear player consequences.

code-review

Included files 2
  • LICENSE.txt
  • SKILL.md

Codebase discovery

Maps an unfamiliar game repository before changing it. Finds the real entry points, runtime configuration, state owners and tests needed to place a feature in the right module.

codebase-discovery

Included files 2
  • LICENSE.txt
  • SKILL.md

Contextual code review

Follows a gameplay change through validation, transformations and storage to find introduced regressions. Checks existing defenses before reporting a missing guard or treating an old issue as new.

contextual-code-review

Included files 1
  • SKILL.md

Debug concurrent data changes

Finds why overlapping game-server requests duplicate items, overwrite progress or spend the same balance twice. Reconstructs the timing and verifies a fix with controlled concurrent operations.

data-concurrency-debugging

Included files 2
  • LICENSE.txt
  • SKILL.md

Recoverable database migrations

Plans changes to player-progress storage without silently losing existing records. Separates adding fields, converting old data and retiring old formats, with compatibility and recovery checks.

database-migrations

Included files 2
  • LICENSE.txt
  • SKILL.md

Developer documentation

Explains a game feature through the right mix of instructions, reference and background. Connects setup steps to visible outcomes so another developer can use and verify the feature.

developer-documentation

Included files 2
  • LICENSE.txt
  • SKILL.md

Developer onboarding

Creates a verified route from a fresh checkout to a running game and first test. Uses the repository's actual engine, packages and service requirements rather than guessed setup steps.

developer-onboarding

Included files 2
  • LICENSE.txt
  • SKILL.md

Fact-check documentation

Checks whether game documentation describes the current implementation or only an earlier plan. Verifies commands, save rules and feature claims against code, configuration and recorded evidence.

doc-fact-checking

Included files 2
  • LICENSE.txt
  • SKILL.md

Verify documentation examples

Checks that game-development instructions can be followed in the stated order and environment. Validates examples, removes sensitive values and distinguishes a tested build command from an unverified suggestion.

doc-verification

Included files 2
  • LICENSE.txt
  • SKILL.md

Architecture and decision records

Documents where game state lives and why consequential architecture choices were made. Records alternatives and trade-offs so future contributors understand both the implementation and its limits.

documentation-and-adrs

Included files 2
  • LICENSE.txt
  • SKILL.md

Documentation blueprint

Gives game requirements, architecture, build steps and operational guidance a clear home in the existing documentation. Helps the team find authoritative facts without maintaining conflicting copies.

documentation-blueprint

Included files 1
  • SKILL.md

Maintain documentation

Updates game documentation when code, configuration or workflows change. Finds outdated references and fixes the existing authoritative guide so developers do not follow contradictory instructions.

documentation-maintenance

Included files 2
  • LICENSE.txt
  • SKILL.md

End-to-end user flow tests

Tests complete browser-based player journeys across the game website and backend. Uses controlled accounts and mocked external services to verify visible results without affecting real players.

e2e-testing

Included files 2
  • LICENSE.txt
  • SKILL.md

Evidence-based review findings

Turns suspected gameplay defects into review findings with a reproducible trigger and proven impact. Checks existing safeguards and separates confirmed bugs from unanswered design questions.

evidence-based-findings

Included files 1
  • SKILL.md

Balance combat and difficulty

Balances combat through readable attacks, reaction windows and meaningful choices. Compares damage, survival and resource use with observed play instead of making difficulty depend only on larger health bars.

game-combat-difficulty-balance

Included files 2
  • LICENSE.txt
  • SKILL.md

Prototype playable game loops

Tests whether a game idea is enjoyable or understandable with a small playable loop. Defines the player's goal, feedback and success criteria before investing in a complete game.

game-design-prototyping

Included files 2
  • LICENSE.txt
  • SKILL.md

Balance game economies and progression

Connects rewards, spending and unlocks into a progression model players can understand. Compares different player paths and checks that tuning does not duplicate rewards or invalidate existing progress.

game-economy-progression-balance

Included files 1
  • SKILL.md

Level pacing and guidance

Plans routes, learning moments and recovery around the character's real movement and camera. Checks that required abilities, checkpoints and readable landmarks support a playable rhythm.

game-level-pacing

Included files 2
  • LICENSE.txt
  • SKILL.md

Playtest questions and telemetry

Turns a design question into a focused playtest with interpretable observations. Defines what to record and compare while keeping player explanations, measured actions and designer assumptions distinct.

game-playtest-telemetry

Included files 2
  • LICENSE.txt
  • SKILL.md

Safe legacy refactoring

Makes older gameplay code easier to change while preserving its current behavior. Captures existing rules in tests and separates structural cleanup from deliberate changes to game mechanics.

legacy-refactoring

Included files 2
  • LICENSE.txt
  • SKILL.md

Migration and release notes

Explains how a game update changes behavior, stored progress and deployment steps. Makes old-versus-new differences and recovery limits clear to developers and server operators.

migration-release-notes

Included files 2
  • LICENSE.txt
  • SKILL.md

Review migration rollout

Reviews a planned game-data migration before release. Checks existing saves, concurrent server versions, long-running updates and whether recovery can restore data as well as code.

migration-rollout-review

Included files 1
  • SKILL.md

Operational observability

Makes game-service failures and delays explainable through useful logs, metrics and linked request traces. Measures player impact while keeping credentials and unnecessary personal data out of diagnostics.

observability

Included files 2
  • LICENSE.txt
  • SKILL.md

Requirement traceability

Connects accepted game rules to the code and checks that implement them. Shows which requirements are covered, which remain unverified and which changes lack an agreed purpose.

requirement-to-code-traceability

Included files 1
  • SKILL.md

Risk-based test planning

Prioritizes game tests by the likelihood and impact of failure. Gives irreversible progress, access control and critical player journeys more attention than low-impact presentation details.

risk-based-testing

Included files 2
  • LICENSE.txt
  • SKILL.md

Runbooks and troubleshooting

Creates practical recovery instructions for game-service incidents, starting from observable symptoms. Separates safe diagnosis from corrective actions and explains how to verify that players can proceed again.

runbooks-troubleshooting

Included files 2
  • LICENSE.txt
  • SKILL.md

Secure application development

Protects the game website and backend at input, permission and data boundaries. Checks account operations, uploaded content and outgoing requests rather than relying on client-side restrictions.

secure-coding

Included files 2
  • LICENSE.txt
  • SKILL.md

Specification and acceptance clarity

Turns a game-feature brief into clear player behavior and checkable acceptance criteria. Resolves conflicting rules, interruption cases and missing decisions before implementation hides those uncertainties.

specification-acceptance-review

Included files 1
  • SKILL.md

Systematic debugging

Finds the demonstrated cause of a game failure through a small reproducible case. Tests one explanation at a time and verifies the original problem after the fix.

systematic-debugging

Included files 2
  • LICENSE.txt
  • SKILL.md

Implementation task breakdown

Breaks a game feature into ordered tasks that each deliver a complete, reviewable player outcome. Makes dependencies, data contracts and acceptance checks explicit before parallel work begins.

task-breakdown

Included files 2
  • LICENSE.txt
  • SKILL.md

Test adequacy review

Checks whether game tests really detect the failures they claim to cover. Verifies that assertions exercise the changed code and distinguish correct outcomes from plausible regressions.

test-adequacy-review

Included files 1
  • SKILL.md

Testing and reliability

Builds reliable checks around gameplay rules and regression fixes. Controls time, randomness and external services so a failing test identifies behavior rather than accidental test conditions.

testing-discipline

Included files 1
  • SKILL.md

Unity project development

Implements Unity features using the project's installed Editor, packages and scene structure. Connects scripts and assets with runtime checks; Unity-specific APIs require adaptation in other engines.

unity-6-development

Included files 1
  • SKILL.md

Unity NPC scenario tests

Builds repeatable Unity tests for NPC decisions, sensors and navigation. Controls time and randomness, then checks real scene behavior where pure decision tests cannot prove the result.

unity-ai-scenario-testing

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity animation and rigging

Connects Unity character skeletons and animation clips with clear movement ownership. Tunes blending, masks and runtime constraints so animation and physics do not fight over the same motion.

unity-animation-rigging

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity art asset pipeline

Prepares textures, meshes and animations for a Unity project's target hardware. Preserves asset references and artist choices while choosing import settings based on actual visual and resource needs.

unity-art-asset-pipeline

Included files 1
  • SKILL.md

Unity audio imports and streaming

Chooses how Unity loads and decodes each sound based on duration, overlap and device limits. Balances memory use with playback readiness so important cues start when needed.

unity-audio-assets-streaming

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity mixers and adaptive music

Organizes Unity audio categories and music transitions while preserving the player's volume preferences. Separates temporary combat or dialogue mixing from persistent settings and schedules musical changes deliberately.

unity-audio-mixers-music

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity audio performance

Diagnoses Unity sound dropouts under real gameplay load. Separates active voices, pooled source state, streaming readiness and audio processing cost before changing quality or concurrency limits.

unity-audio-runtime-performance

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity behavior trees

Builds Unity NPC behavior trees with explicit action results and interruption cleanup. Keeps each character's memory separate and prevents abandoned actions or cooldowns from running indefinitely.

unity-behavior-tree-graphs

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity character feel

Tunes Unity movement, jumping and camera response together so controls feel predictable. Coordinates animation and physics and checks forgiving input timing, slopes and moving platforms.

unity-character-game-feel

Included files 1
  • SKILL.md

Unity Cinemachine cameras

Sets up Unity Cinemachine cameras around framing, movement and clear camera ownership. Diagnoses timing and obstruction before adding smoothing that might hide rather than solve the problem.

unity-cinemachine-cameras

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity combat physics

Makes Unity hits reliable by coordinating movement, collision queries and damage ownership. Handles fast projectiles and multi-collider characters without applying the same attack more than once.

unity-combat-physics

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity memory and garbage collection

Tracks Unity memory growth across scenes, assets and object lifetimes. Distinguishes temporary managed allocations from retained resources so fixes address the actual owner of the memory.

unity-game-memory-gc

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity performance profiling

Finds the measured cause of Unity frame-time spikes on representative hardware. Separates CPU, GPU, loading and synchronization costs before choosing an optimization or visual compromise.

unity-game-performance-profiling

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity rendering budgets

Allocates Unity rendering work according to measured GPU and render-thread costs. Balances shadows, transparency and texture use while preserving the visual information players need.

unity-game-rendering-budgets

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity progression and saves

Preserves Unity inventory, quests and unlocks across saving, loading and updates. Defines restoration order and recovery behavior so interrupted writes or replayed actions do not corrupt progress.

unity-gameplay-progression-save

Included files 1
  • SKILL.md

Unity gameplay systems

Builds Unity abilities and interactions with clear start, effect, completion and cancellation rules. Separates gameplay decisions from animation, sound and effects so presentation cannot repeat an action.

unity-gameplay-systems

Included files 1
  • SKILL.md

Accessible Unity game interfaces

Makes Unity menus and HUDs usable with the intended devices, languages and accessibility settings. Coordinates focus and input blocking while presenting authoritative gameplay values clearly.

unity-gameplay-ui-accessibility

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity input rebinding

Lets players change Unity controls without losing essential actions or another player's bindings. Handles cancellation, device changes and saved overrides as a complete input lifecycle.

unity-input-rebinding

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity interactive audio

Connects Unity gameplay events to sound with explicit ownership, timing and cancellation. Prevents repeated events or reused sources from playing duplicate cues or sounds belonging to an old scene.

unity-interactive-audio

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity Jobs and Burst optimization

Moves suitable Unity computations into Jobs and Burst after profiling proves a CPU bottleneck. Defines data ownership and dependencies so parallel work remains correct and worth its scheduling cost.

unity-jobs-burst-optimization

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity lighting and probes

Explains Unity lighting differences by separating direct light, baked light, probes and reflections. Adjusts supported settings from a controlled comparison instead of increasing every quality value.

unity-lighting-probe-volumes

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity multiplayer architecture

Plans Unity multiplayer authority, spawning and connection lifecycles. Separates being connected from being authenticated, admitted and ready to play, with explicit rules for late joining.

unity-multiplayer-networking

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity multiplayer sessions

Makes Unity lobby creation, joining and leaving recoverable. Associates each asynchronous result with the correct request so cancelled or outdated operations cannot hijack a new session.

unity-multiplayer-sessions

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity state replication

Synchronizes Unity game state while distinguishing lasting facts from one-time events. Coordinates ownership, snapshots and client prediction so late joiners and corrections see a consistent world.

unity-netcode-replication

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity network authorization

Validates Unity multiplayer actions where authoritative decisions belong. Checks identity, ownership, range and resource rules rather than accepting a client's claim that an attack or transfer is valid.

unity-network-authority-validation

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity latency and recovery

Tests Unity multiplayer under delay, packet loss and disconnects. Compares authoritative state and recovery limits so reconnection behavior is understood rather than assumed to work automatically.

unity-network-latency-recovery

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity NPC debugging

Explains surprising Unity NPC behavior by tracing perception, memory, decisions and movement separately. Finds stale facts or competing controllers before replacing the whole decision system.

unity-npc-ai-debugging

Included files 1
  • SKILL.md

Unity NPC behavior

Designs understandable Unity NPC behavior with explicit knowledge, priorities and interruption rules. Uses the simplest suitable decision model and avoids enemies tracking information they never observed.

unity-npc-behavior

Included files 1
  • SKILL.md

Unity navigation and perception

Connects Unity NPC sensing and memory with reachable movement. Distinguishes requested paths from usable routes and bounds replanning so obstacles do not cause endless navigation work.

unity-npc-navigation-perception

Included files 1
  • SKILL.md

Unity squads and crowds

Coordinates Unity NPC groups with clear membership, limited shared knowledge and temporary position reservations. Prevents abandoned cover claims and stale roles after death or pooled reuse.

unity-npc-squads-crowds

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity platform build optimization

Optimizes Unity builds for actual device and browser constraints. Separates download size, startup time, memory and sustained performance instead of treating a smaller package as proof of a faster game.

unity-platform-build-optimization

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity shaders and effects

Builds Unity shaders and effects from clear material, texture and rendering assumptions. Diagnoses depth, transparency and performance problems while preserving the effect's gameplay purpose.

unity-shader-vfx

Included files 1
  • SKILL.md

Unity spatial audio

Shapes Unity sound around distance, obstacles and the listener's movement. Keeps essential cues understandable across headphones, speakers and camera changes rather than relying on direction alone.

unity-spatial-audio

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity technical art

Translates visual references into reproducible Unity assets and useful artist controls. Connects the desired look with rendering constraints, preserved references and measured memory or GPU costs.

unity-technical-art

Included files 1
  • SKILL.md

Unity terrain and world authoring

Creates repeatable Unity terrain and modular environments around playable movement and navigation. Preserves hand-authored details while checking generation rules, foliage cost and scene-loading boundaries.

unity-terrain-world-building

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity URP Render Graph

Implements Unity URP rendering effects with explicit texture inputs, outputs and lifetimes. Matches the installed pipeline so camera stacking, resizing and temporary resources behave correctly.

unity-urp-render-graph

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity utility decisions

Makes Unity NPC choices explainable through valid options and comparable scores. Adds commitment and emergency interruption rules so small score changes do not cause constant switching.

unity-utility-ai-decisions

Included files 2
  • LICENSE.txt
  • SKILL.md

Accessible interfaces

Makes the game's website and browser-based player tools usable with keyboard, screen reader and enlarged text. Checks real navigation and feedback rather than relying only on automated scores.

web-accessibility

Included files 1
  • SKILL.md

Projects 1

  • Bevy · project planning pack
    Included files (15)
    • README.de.md
    • README.hu.md
    • README.md
    • planning/de/acceptance.md
    • planning/de/brief.md
    • planning/de/foundation-selection.md
    • planning/de/proposed-tasks.md
    • planning/en/acceptance.md
    • planning/en/brief.md
    • planning/en/foundation-selection.md
    • planning/en/proposed-tasks.md
    • planning/hu/acceptance.md
    • planning/hu/brief.md
    • planning/hu/foundation-selection.md
    • planning/hu/proposed-tasks.md

Requirements

  • Orqestria installed on your computer.
  • Choose a new project folder during installation.
  • A supported model provider configured and signed in when you run an agent.