
Unity UI Toolkit reference — UXML documents, USS styling, MVVM pattern (ViewModel + Presenter), custom VisualElements, responsive layout, animations, performance guidelines, and complete Figma-to-UI-Toolkit property mapping. Use when building or modifying UI with UI Toolkit, creating UXML/USS files, writing ViewModels or Presenters, designing screens/panels/components, or converting Figma designs to UI Toolkit.
Bootstrapping reference — phase-based application initialization with ordered async phases. Use when modifying startup sequence, adding initialization phases, or understanding app lifecycle.
Core framework module reference — MVC base classes, Composition system, service interfaces, extensions, and animation system. Use when working with MVC patterns, creating views/controllers/models, lifecycle management, or UI animations.
FormulaModule reference — ScriptableObject-based cost/effect formulas for idle games including polynomial, exponential, and milestone curves. Use when designing upgrade costs, scaling formulas, or progression curves.
InputModule reference — Unity Input System wrapper with reactive properties, action map switching, and haptic feedback. Use when working with player input, controls, or action maps.
Shared architecture patterns — Config+Data, service pattern, installer pattern, MessagePipe events, reactive disposal. Use when creating new services, configs, events, or installers.
Applies visual polish using rendering MCP tools — materials, lighting, particles, post-processing, UI theming, and game feel. Use after implement-game to match reference screenshots.
PoolModule reference — object pooling with DI, MessagePipe events, O(1) return, diagnostics, async preloading, and IPoolable callbacks. Use when working with object pooling, spawn/despawn, or performance optimization.
StatsModule reference — stat tracking with BigDouble values, event publishing, stat caps, source tracking, batched persistence, and initial value tracking. Use when working with player stats, tracking metrics, or achievement progress.
UnlockConditionModule reference — composable unlock conditions using ScriptableObjects with AND/OR/NOT logic, stat/currency/upgrade/prestige/gamestate/boolean checks, reactive service layer with progress tracking. Use when implementing unlock systems, gating, or progression requirements.
FloatingTextModule reference — pooled floating damage/reward text with DOTween animations, builder pattern, lifecycle events, reactive pool stats, and configurable animation modes. Use when implementing floating text, damage numbers, or reward popups.
AudioModule reference — SFX playback, music with crossfading, volume control with mixer integration. Use when working with audio, sound effects, music, or volume settings.
AssetModule reference — Addressable asset loading with caching, instantiation tracking, and preloading with progress. Use when working with asset loading, Addressables, or resource management.
Maps a Game Design Document to a technical architecture using existing UPM packages and new modules. Use after clone-game produces a GDD.
AchievementModule reference — achievement tracking with composable unlock conditions, stat-driven progress, currency/stat rewards, Steam sync, game state gating, and reactive UI binding. Use when working with achievements, unlockables, or progression rewards.
Conventional Commits standard — commit message format, types, scopes, breaking changes, and examples. Use when creating git commits, reviewing commit history, or writing commit messages.
Code style rules, naming conventions, forbidden patterns, field grouping, and class layout order. Auto-loads for all C# code work. Use when writing or reviewing any C# code in this project.
Analyzes reference screenshots and web research to produce a Game Design Document. Use when starting a new game from visual references or an existing game to replicate.
CameraModule reference — Cinemachine virtual camera management, shake effects, zoom, follow/look-at targets. Use when working with cameras, screen shake, or camera transitions.
Extracts a generic system from the game into a reusable UPM package with its own GitHub repo. Use when a module is mature enough to be shared across projects.
Implements a game from its architecture document using strict TDD. Use after architect-game produces an architecture doc.
IdleModule reference — production, upgrades, prestige, boosts, automation, offline progress, multipliers, and time services for idle/incremental games. Use when implementing idle game mechanics.
GameStateModule reference — game state machine with reactive properties, time scale management, and pause/resume events. Use when working with game states, pausing, or game flow control.
LogModule reference — centralized logging with levels, categories, reactive stream, history buffer, and production stripping. Use when working with logging, diagnostics, or debug output.
LocalizationModule reference — multi-language support with JSON files, Steam language detection, reactive language switching, and localized asset paths. Use when working with localization, translations, or language switching.
SaveModule reference — binary serialization with AES encryption, versioning, migration, cloud sync, and reactive key-value storage. Use when working with save/load, persistence, or data migration.
Records a play session as a golden replay for visual regression testing. Use after a game is playable to capture a reference session for automated visual validation.
Project architecture overview — layers, LifetimeScope hierarchy, module map, bootstrapping flow. Use when needing project-wide context or understanding module interactions.
UIModule reference — panel management, dialog service, notifications, loading screen, and localized UI components. Use when working with UI panels, popups, dialogs, or localized text/images.
Testing infrastructure reference — TDD workflow, NUnit + NSubstitute + UniTask patterns, MockFactory/TestFixtures APIs, coverage checklist, and forbidden patterns. Use when writing tests, modifying code that needs test updates, or reviewing test coverage.
SteamModule reference — Steamworks.NET integration for achievements, stats, leaderboards, cloud saves, inventory, friends, DLC, input, screenshots, timeline, and utils. Use when working with Steam API.
WalletModule reference — currency management with BigDouble support, reactive properties, caps, lifetime stats, and persistence. Use when working with currencies, wallets, or financial systems.
SceneModule reference — async scene loading with transitions, progress tracking, and game state integration. Use when working with scene management, loading screens, or scene transitions.
UndoModule reference — command pattern with undo/redo stacks, command merging, and reactive state. Use when implementing undo/redo, undoable actions, or command patterns.