: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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9.0 KiB
name, description
| name | description |
|---|---|
| unity-mcp-orchestrator | Orchestrate Unity Editor operations through the Coplay Unity MCP bridge in this project. Use when an agent needs to inspect, create, or modify scene content, scripts, materials, prefabs, or render settings. Provides project-specific URP facts, the SurgeryBenchmark scene contract, MCP tool discipline, and the inspect → propose → verify loop. |
Unity MCP Orchestrator (project-scoped)
This skill is the entry point for any agent that needs to drive the Unity Editor through MCP. It is project-specific: it encodes the facts of this repository (Unity 2022.3.25f1, URP 14.0.11, the LaparoscopicSurgeryEmulation scene, the SurgeryBenchmark/* authoring contract) so agents do not have to rediscover them on every turn.
When to load
Load this skill whenever an agent:
- Is about to call any
mcp__unity__*tool (manage_gameobject,manage_components,manage_material,manage_scene,manage_prefabs,manage_graphics,manage_camera,manage_script,script_apply_edits,validate_script,read_console,refresh_unity,run_tests,manage_profiler,batch_execute,find_gameobjects,execute_menu_item,execute_code). - Needs to reason about whether a change is bounded or destructive.
- Needs the canonical handoff format for cross-agent communication.
Project facts (do not rediscover)
- Unity version: 2022.3.25f1 (LTS).
- Render pipeline: URP 14.0.11 (not HDRP). URP assets live in
Assets/Settings/URP-*.asset. Do not propose HDRP features (volumes, planar reflection probes, ray-traced reflections, exposure in physical units) — translate to URP equivalents (Volume profile + overrides, reflection probeRefresh Mode = Via Scripting, post-processing viaPostProcessingVolume overrides). - MCP bridge:
com.coplaydev.unity-mcpinstalled from git viaPackages/manifest.json. Coplay bridge runs inside the Editor. - Active emulation scene:
Assets/Scenes/LaparoscopicSurgeryEmulation.unity. - Authored root hierarchy (do not rename, do not move camera objects):
SurgeryBenchmark/SharedSurgeryBenchmark/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
MainSceneand not to be edited without approval: stereo rig,Blending, UI, WebRTC objects, RPC objects. - Off-limits scripts (modify only with explicit approval):
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(the canonical PBR base for tissue; check its import settings — sRGB on, normal map not needed unless authored). - Model inventory (
Assets/Models/):FabOrgans/stylizeddigestivesystem.fbx(stylized, has diffuse + normal + roughness PNGs),organs/archive.fbx(has its ownMaterials/,source/,textures/,archive.fbm/). The two are not interchangeable. - Render-pipeline assets (
Assets/Settings/):URP-Balanced.asset,URP-Balanced-Renderer.asset,URP-HighFidelity.asset,URP-HighFidelity-Renderer.asset,URP-Performant.asset,URP-Performant-Renderer.asset,SampleSceneProfile.asset(Volume profile),TexturesSettings.asset. - Shaders:
Assets/Shaders/RenderDepth.shader,Assets/Shaders/BlendShader.compute,Assets/Shaders/Hidden_RenderDepth.mat— leave alone unless a bounded change statement is approved.
MCP tool discipline (read-only by default)
- Inspect first. Before any mutation, run read-only tools:
find_gameobjectsto locate the authored roots.manage_scenewithaction=get_hierarchyto confirm the live scene.manage_graphicswithaction=pipeline_get_infoto confirm URP is active and which URP asset is current.read_consolewithtypes=["error","warning"]to see if prior edits left residue.
- Propose a bounded change. A bounded change is: one parent container, one material variant, one camera component tweak, one Volume override, one prefab edit. Anything that touches more than one authored root, more than one URP asset, or any of the "off-limits" objects is not bounded.
- Execute, then verify. Run the change, then re-read the affected objects and
read_consolefor errors. Capture a screenshot throughmanage_camera(action="screenshot")for any visual change.
Bounded vs destructive (cheat sheet)
| Change class | Examples | Required step |
|---|---|---|
| Read-only | find, get_hierarchy, get_material_info, pipeline_get_info, screenshot | None — just run |
| Bounded write | rename one GameObject, set one material property, add one Volume override, activate/deactivate one scenario root, instantiate a prefab into one slot | State the change in one sentence, then run |
| Destructive | delete objects, delete assets, replace URP asset, rename scenario roots, move camera/stereo rig, edit off-limits scripts, modify Packages/manifest.json |
Stop. Ask for explicit approval. |
Cross-tool composition patterns
- Apply one coherent change set at a time. Use
batch_executeto group read-only inspection or to apply a bounded write (e.g., assign the same material to N children in one batch). - Script edits: prefer
script_apply_edits(structured) overapply_text_edits(raw).create_script,script_apply_edits, andapply_text_editsalready triggerAssetDatabase.ImportAsset+RequestScriptCompilation— do not callrefresh_unityimmediately after, just wait foris_compiling == falseonmcpforunity://editor/stateand thenread_console. - Material edits:
manage_material(action="set_material_shader_property")for numeric/enum,set_material_colorfor colors,assign_material_to_rendererfor binding,createfor new materials. Always passmaterial_pathasAssets/...and re-read withget_material_infoto confirm. - Volume/profile edits:
manage_graphics(action="volume_set_effect", effect="Bloom"|"Vignette"|... )to set override parameters. For URP, the override type names are the URP package'sVolumeComponenttypes (e.g.,Bloom,Vignette,DepthOfField,MotionBlur,Tonemapping,ColorAdjustments,ChromaticAberration,FilmGrain,LensDistortion). - Scene management:
manage_scene(action="get_active"|"load"|"save"). Save only after a verified bounded change.
Handoff format (required for any multi-agent work)
After any action, emit this block (see change-reporting-handoff skill for the full template):
ROLE: <which agent>
OBSERVED: <what the inspection found>
CHANGED: <exact objects/assets/settings modified>
NOT CHANGED: <what was intentionally left alone>
RISKS: <visual / technical / performance / safety / uncertainty>
NEXT SAFE OPTIONS: <one-sentence suggestions for the next agent>
Anti-patterns to refuse
- Suggesting HDRP-specific code (ray-traced reflections, planar reflection probes, path tracer) on a URP project.
- Renaming
SurgeryBenchmark/Scenarios/Scenario_0X_*roots or the slot anchors. - Moving the stereo rig,
Blending, UI, WebRTC, or RPC objects. - Bulk-editing URP assets without a per-asset bounded change statement.
- Generating clinical/anatomical/operative instructions, claims of medical accuracy, or "do this surgery" steps. See
medical-simulation-safetyskill. - Modifying
Packages/manifest.jsonor any*.csproj/.slnfile directly. - Claiming a fix is correct without
read_console+ visual verification.
Quick reference: which skill pairs with which MCP tool
| MCP tool | Pair with |
|---|---|
manage_scene (get_hierarchy, get_active) |
unity-hierarchy-hygiene |
manage_gameobject (create, modify, delete) |
unity-hierarchy-hygiene |
manage_components |
unity-hierarchy-hygiene + the domain skill (camera, light, material) |
manage_material |
pbr-materials-tissue |
manage_graphics (volume_, pipeline_, skybox_, bake_) |
urp-render-pipeline |
manage_camera (screenshot, set_lens, create_camera) |
cinematic-laparoscope-camera |
manage_prefabs (create_from_gameobject, modify_contents) |
unity-hierarchy-hygiene |
create_script, script_apply_edits, apply_text_edits, validate_script |
unity-mcp-orchestrator (this file) + medical-simulation-safety |
read_console, refresh_unity, run_tests, manage_profiler |
realtime-performance-budget |
find_gameobjects, execute_menu_item, execute_code |
unity-mcp-orchestrator (this file) |