:Release Notes: - Agents files for opencode and claude - Skills for opencode and claude - 3d models with medical organs - Some textures :Detailed Notes: - :Testing Performed: - :QA Notes: - Looks like shit :) :Issues Addressed: TG-1
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Unity MCP Orchestrator (project-scoped)
Entry point for any work that drives the Unity Editor through MCP. Encodes project facts so agents do not have to rediscover them each turn.
When to use
Load before any mcp__UnityMCP__* call, or when reasoning about whether a change is bounded or destructive.
Project facts (do not rediscover)
- Unity version: 2022.3.25f1 (LTS).
- Render pipeline: URP 14.0.11 (not HDRP). URP assets in
Assets/Settings/URP-*.asset. - MCP bridge:
com.coplaydev.unity-mcp. Tool prefix:mcp__UnityMCP__. - Active emulation scene:
Assets/Scenes/LaparoscopicSurgeryEmulation.unity. - Authored root hierarchy (do not rename or move):
SurgeryBenchmark/Shared/AnatomySlotSurgeryBenchmark/Shared/CavitySlotSurgeryBenchmark/Shared/InstrumentSlotSurgeryBenchmark/Scenarios/Scenario_01_CleanTissue(active by default)SurgeryBenchmark/Scenarios/Scenario_02_WetSpecular(inactive)SurgeryBenchmark/Scenarios/Scenario_03_LowTexture(inactive)SurgeryBenchmark/Scenarios/Scenario_04_PartialOcclusion(inactive)SurgeryBenchmark/Scenarios/Scenario_05_InstrumentOcclusion(inactive)
- Preserved from
MainScene: stereo rig,Blending, UI, WebRTC objects, RPC objects. - Off-limits scripts:
Rotator.cs,BlendShaderController.cs,DepthGetter.cs,DepthRenderPassFeature.cs,DepthTester.cs,TexturesSettings.cs,WEBRTCSender.cs,CrpcApi.cs,MinimalRpcServer.cs, plusAssets/Scripts/UDP/,Assets/Scripts/VideoChat/,Assets/Scripts/Editor/. - Material inventory (
Assets/Materials/LaparoscopicBenchmark/):CavityWall.mat,InstrumentProxy.mat,Tissue_Default.mat,Tissue_LowTexture.mat,Tissue_Wet.mat. - Texture inventory (
Assets/Textures/LaparoscopicBenchmark/):TissueMucosa.png. - Model inventory (
Assets/Models/):FabOrgans/stylizeddigestivesystem.fbx,organs/archive.fbx. - Render-pipeline assets (
Assets/Settings/):URP-Balanced.asset,URP-HighFidelity.asset,URP-Performant.asset,SampleSceneProfile.asset(Volume profile),TexturesSettings.asset. - Shaders:
Assets/Shaders/RenderDepth.shader,Assets/Shaders/BlendShader.compute— leave alone unless explicitly approved.
MCP tool discipline
- Inspect first. Before any mutation, run read-only tools:
mcp__UnityMCP__find_gameobjectsto locate authored roots.mcp__UnityMCP__manage_scene(action="get_hierarchy")to confirm the live scene.mcp__UnityMCP__manage_graphics(action="pipeline_get_info")to confirm URP asset.mcp__UnityMCP__read_console(types=["error","warning"])for pre-existing errors.
- Propose a bounded change. One parent container, one material variant, one Volume override, one prefab edit, one script change. Anything more is not bounded.
- Execute, then verify. Re-read affected objects,
read_console, screenshot.
Bounded vs destructive (cheat sheet)
| Change class | Examples | Required step |
|---|---|---|
| Read-only | find, get_hierarchy, get_material_info, screenshot | None — just run |
| Bounded write | rename one GameObject, set one material property, add one Volume override, toggle one scenario root | State the change in one sentence, then run |
| Destructive | delete objects/assets, replace URP asset, rename scenario roots, move stereo rig, edit off-limits scripts, modify Packages/manifest.json |
Stop. Ask for explicit approval. |
Cross-tool composition patterns
- Group read-only inspection with
batch_execute. - Script edits: prefer
script_apply_editsoverapply_text_edits. Wait foris_compiling == false, thenread_console. - Material edits: use
set_material_shader_property(numeric/enum),set_material_color(colors),assign_material_to_renderer(binding). - Volume edits:
volume_add_effect(if missing) thenvolume_set_effect. - Scene saves: only after a verified bounded change.
Handoff format
ROLE: <agent name>
OBSERVED: <what inspection found>
CHANGED: <exact objects/assets/settings modified>
NOT CHANGED: <intentionally left alone>
RISKS: <at least one item>
NEXT SAFE OPTIONS: <bounded suggestions>