Crawler Summary

unity-game-agent answer-first brief

Unity Game Agent — build Unity games by stages (outline → plan → implementation → check). Use when the user asks to build or prototype a Unity game, implement features step-by-step, or use Unity MCP / other MCPs for scene and editor automation. --- name: unity-game-agent description: Unity Game Agent — build Unity games by stages (outline → plan → implementation → check). Use when the user asks to build or prototype a Unity game, implement features step-by-step, or use Unity MCP / other MCPs for scene and editor automation. --- Unity Game Agent Build a Unity game in a cycle: **outline → stages → implementation → check → report**, using MCP (Unity MCP and ot Capability contract not published. No trust telemetry is available yet. Last updated 4/14/2026.

Freshness

Last checked 4/14/2026

Best For

unity-game-agent is best for exceed, add workflows where MCP compatibility matters.

Not Ideal For

Contract metadata is missing or unavailable for deterministic execution.

Evidence Sources Checked

editorial-content, GITHUB OPENCLEW, runtime-metrics, public facts pack

Claim this agent
Agent DossierGitHubSafety: 94/100

unity-game-agent

Unity Game Agent — build Unity games by stages (outline → plan → implementation → check). Use when the user asks to build or prototype a Unity game, implement features step-by-step, or use Unity MCP / other MCPs for scene and editor automation. --- name: unity-game-agent description: Unity Game Agent — build Unity games by stages (outline → plan → implementation → check). Use when the user asks to build or prototype a Unity game, implement features step-by-step, or use Unity MCP / other MCPs for scene and editor automation. --- Unity Game Agent Build a Unity game in a cycle: **outline → stages → implementation → check → report**, using MCP (Unity MCP and ot

MCPself-declared

Public facts

4

Change events

1

Artifacts

0

Freshness

Apr 14, 2026

Verifiededitorial-contentNo verified compatibility signals

Capability contract not published. No trust telemetry is available yet. Last updated 4/14/2026.

Trust evidence available

Trust score

Unknown

Compatibility

MCP

Freshness

Apr 14, 2026

Vendor

Neoxider

Artifacts

0

Benchmarks

0

Last release

Unpublished

Executive Summary

Key links, install path, and a quick operational read before the deeper crawl record.

Verifiededitorial-content

Summary

Capability contract not published. No trust telemetry is available yet. Last updated 4/14/2026.

Setup snapshot

git clone https://github.com/NeoXider/unity-game-agent.git
  1. 1

    Setup complexity is LOW. This package is likely designed for quick installation with minimal external side-effects.

  2. 2

    Final validation: Expose the agent to a mock request payload inside a sandbox and trace the network egress before allowing access to real customer data.

Evidence Ledger

Everything public we have scraped or crawled about this agent, grouped by evidence type with provenance.

Verifiededitorial-content
Vendor (1)

Vendor

Neoxider

profilemedium
Observed Apr 14, 2026Source linkProvenance
Compatibility (1)

Protocol compatibility

MCP

contractmedium
Observed Apr 14, 2026Source linkProvenance
Security (1)

Handshake status

UNKNOWN

trustmedium
Observed unknownSource linkProvenance
Integration (1)

Crawlable docs

6 indexed pages on the official domain

search_documentmedium
Observed Apr 15, 2026Source linkProvenance

Release & Crawl Timeline

Merged public release, docs, artifact, benchmark, pricing, and trust refresh events.

Self-declaredagent-index

Artifacts Archive

Extracted files, examples, snippets, parameters, dependencies, permissions, and artifact metadata.

Self-declaredGITHUB OPENCLEW

Extracted files

0

Examples

0

Snippets

0

Languages

typescript

Parameters

Docs & README

Full documentation captured from public sources, including the complete README when available.

Self-declaredGITHUB OPENCLEW

Docs source

GITHUB OPENCLEW

Editorial quality

ready

Unity Game Agent — build Unity games by stages (outline → plan → implementation → check). Use when the user asks to build or prototype a Unity game, implement features step-by-step, or use Unity MCP / other MCPs for scene and editor automation. --- name: unity-game-agent description: Unity Game Agent — build Unity games by stages (outline → plan → implementation → check). Use when the user asks to build or prototype a Unity game, implement features step-by-step, or use Unity MCP / other MCPs for scene and editor automation. --- Unity Game Agent Build a Unity game in a cycle: **outline → stages → implementation → check → report**, using MCP (Unity MCP and ot

Full README

name: unity-game-agent description: Unity Game Agent — build Unity games by stages (outline → plan → implementation → check). Use when the user asks to build or prototype a Unity game, implement features step-by-step, or use Unity MCP / other MCPs for scene and editor automation.

Unity Game Agent

Build a Unity game in a cycle: outline → stages → implementation → check → report, using MCP (Unity MCP and others) where available.

This file is intentionally short (save tokens). Details and templates are in:

AutoUnity project goal

Current project goal: provide MCP set, ready prompts/skills, automation (bat) and ComfyUI for creating autonomous Unity games with AI.

Tool use rules:

  • Files/folders/code: do not use Unity MCP. Use file tools (IDE/file MCP/patches) or setup_source_folders.bat.
  • Unity Editor (scene/objects/components/PlayMode/screenshots/console): use Unity MCP.
  • UI policy is project-aware: detect existing stack first (uGUI/NeoxiderPages/UI Toolkit). Continue existing stack by default; offer migration only if user asks. Support no_ui mode for mechanics/system work without UI scope. Before UI layout always ask for design reference (screenshots, mockup link, style guide, Figma-exported refs). Details: tools/ui-builder.md.

Use this goal when configuring and updating.

Project setup

Briefly:

When to use

  • Request to create/prototype a Unity game.
  • Request to implement mechanics step-by-step with editor checks.
  • Tasks that need an explicit outline and intermediate stages (not only final code).

Starting a new game (from scratch)

  • First question to user (always, mandatory):

    • "Choose mode: prototype / fast / standard / pro / no_ui."
    • Do not ask cycle/settings/MCP before user picks one of the 5 modes.
    • After mode selection, read and follow the corresponding file in modes/.
  • Second question to user (always):
    "Use full skill cycle (settings → docs → plan → implementation) or just do the current task without full onboarding?"

    • If full skill cycle — follow the rules below.
    • If direct task — ask only minimal context for the current task; do not overload with settings.
  • At start request two blocks:

    1. Settings — everything that goes into Docs/DEV_CONFIG.md: mode, platform(s), orientation, style, resolution, input, toggles (clarifying questions, search ready solutions, ComfyUI, QA per feature, final QA checklist, Auto mode). Auto mode (save time): ask if desired — when on, agent works as autonomously as possible and batches questions/check requests at the end. For UI separately ask design source (screenshots/mockup/ref). If design is from Figma — ask user for export (screenshots, specs, SVG/PNG, code snippet), do not require Figma MCP. Use structured request (AskQuestion or clear list).
    2. Game design — asked separately: game idea, mechanics, screens (to fill GAME_DESIGN.md).
  • MCP decision is mandatory at start: ask explicitly "Use Unity MCP on this stage or work without MCP/fallback mode?" and record the choice in Docs/DEV_CONFIG.md and Docs/DEV_PLAN.md.

  • QA decision is mandatory at start: ask explicitly and record in Docs/DEV_CONFIG.md:

    • "QA per feature: on/off?"
    • "Final QA checklist before handoff: on/off?"
  • Planning in Plan mode: planning (outline → task plan, write to GAME_DESIGN.md and DEV_PLAN.md) in Cursor Plan mode: agent gathers data, forms implementation plan, user confirms plan, then move to implementation.

Task size triage (before start)

| Size | Criteria | Process | |------|----------|---------| | Micro | ~30 min, local change | No full docs cycle; minimal context + implementation + check | | Feature | 1 feature/subsystem, several files | Docs light: DEV_STATE + DEV_LOG if needed | | Milestone | Large stage/several features/arch decisions | Full skill cycle: DEV_CONFIG / GAME_DESIGN / DEV_PLAN / DEV_STATE / DEV_LOG |

Dev mode

Rule: before starting always ask for mode from 5 options (prototype, fast, standard, pro, no_ui) and show MODE_CHOICE.md.
After choice — read the mode file from modes/ and follow it. Only then ask cycle/settings/MCP.

Common for all modes:

  • All settings and data in ScriptableObject (NpcData, UiData, GameFightData, etc.).
  • Reuse-first (default): before implementing each feature: (1) check ready-made — Unity built-in and installed packages; (2) if needed search for mechanics and libraries on GitHub and web (repos, open code, UPM). Priority: UPM → GitHub/open code → Asset Store → reference code. Do not start coding from scratch without checking. If the feature is very small and simple — code by hand. Toggle: DEV_CONFIG.md → "Search ready solutions". Libraries: install per tools/libraries-setup.md before development (UniTask, DOTween, Newtonsoft.Json and rest as needed).
  • Log format: Debug.Log($"[Feature.Class.Method] ...") (details and volume in tools/code-writing.md).
  • Agent checks: agent must self-check features: run Play Mode, take game screenshots, try to play (buttons, flow). During and after Play Mode check console (Unity MCP: read_console) for errors — do not consider check done with unfixed errors. In Standard/Pro — check per feature before next. In Fast and Prototype batch checks or one check at stage end are ok. Before handoff in all modes: Play Mode + read_console + current screenshot.
  • QA: writing QA checklists (per feature and final) depends on Docs/DEV_CONFIG.md. If off — do not write checklists; if on — use template from reference.md → "QA checklist template".
  • Clarifying questions — per mode rules (modes/*); toggle in DEV_CONFIG.md.
  • Complexity limits by mode: in modes/* these are guidelines, not hard limits. Can exceed after explicit agreement with user.
  • Input System policy:
    Prototype/Standard: default Old or Both.
    Fast/Pro: default New Input System.
    Legacy project: fallback to Both/Old as needed.

Required cycle

When "full skill cycle" is selected.

Skeleton (details in modes/* and reference.md):

  1. Request mode selection (one of 5: prototype, fast, standard, pro, no_ui) and record in docs.
  2. Request settings and game design — DEV_CONFIG and game idea (GAME_DESIGN). See "Starting a new game".
  3. Request Unity MCP decision (use MCP / no MCP / try + fallback), and include it into plan/docs.
  4. Request QA decision (QA per feature on/off, final QA on/off), and include it into DEV_CONFIG.md.
  5. Clarifying questions (if on and required by mode).
  6. Outline → write to GAME_DESIGN.md.
  7. Plan (in Plan mode) → form and write to DEV_PLAN.md; user confirms plan before implementation.
  8. MCP preflight gate (mandatory if user selected use MCP):
    • verify Unity MCP connection and core commands availability before coding;
    • if MCP is down, try to set up/fix it first;
    • if still unavailable, do not start implementation; continue setup assistance until MCP works, or ask user to explicitly change MCP mode to no MCP / try+fallback.
  9. Install libraries — before implementation agent installs per tools/libraries-setup.md: UniTask, DOTween, Newtonsoft.Json (and rest from that file). Do not start implementation until install done (or confirmed packages already present/not needed).
  10. Docs baseline gate — verify and create required docs/log folders/files before coding.
  11. Implementation by tasks/features → update DEV_STATE.md and iteration log.
  12. Check (per mode) + required pre-handoff check (Play Mode + read_console) + QA per DEV_CONFIG.

Plan approval gate (mandatory)

After creating/updating the plan and before implementing features/todos, the agent must explicitly ask for user approval and point to the plan file.

Required behavior:

  • Ask a direct confirmation question and include plan path, e.g. Docs/DEV_PLAN.md (or current generated plan file path).
  • If user says yes/approve: start implementation.
  • If user says no/not yet: ask what to change, update plan/docs first, then request approval again.
  • Do not start implementation while plan is not explicitly approved.

Plan mode protocol (explicit)

When Cursor is in Plan mode, the agent must produce a concrete implementation structure before coding.

Required output structure in Plan mode:

  1. Scope and assumptions (what is in/out for current iteration).
  2. Reuse map (what ready scripts/systems are reused as-is, what wrappers are needed, what is custom code).
  3. Architecture split by folders/files (Domain/App/Infrastructure/Presentation or chosen mode architecture).
  4. Step-by-step tasks with done criteria for each step.
  5. Validation plan (PlayMode checks, console checks, screenshots, QA toggles).

Mandatory Plan mode actions:

  • Write/update Docs/GAME_DESIGN.md (outline).
  • Write/update Docs/DEV_PLAN.md (task plan with stages).
  • Keep Docs/DEV_STATE.md minimal and current after moving to implementation.
  • Do not implement code until the user confirms the plan.
  • Explicitly ask user if the plan in Docs/DEV_PLAN.md is approved before starting feature/todo implementation.
  • If scope/requirements changed during discussion, update Docs/DEV_PLAN.md before implementation (no stale plan).

For game projects with existing framework/tools, the plan must explicitly list reuse decisions first (framework pages/UI managers, card/deck systems, save systems, etc.), then only add missing logic.

Mandatory Library Discovery (before plan approval)

Before asking plan approval, agent must run discovery and update Docs/DEV_PLAN.md with:

  • detected project libraries/frameworks already installed;
  • candidate ready solutions (Unity built-in, installed packages, GitHub/UPM/Asset Store);
  • selected approach, integration points, and fallback.

Required artifact in plan/docs: Reuse Decision Matrix:

  • Option,
  • Availability in project,
  • Pros/cons for this task,
  • Decision and reason.

State-machine execution protocol (mandatory)

Agent must run the process as explicit states with blocking gates: intake -> discovery -> plan_draft -> plan_approval -> mcp_gate -> impl_iteration -> validation_iteration -> handoff.

For each state:

  • define input conditions;
  • produce required artifacts;
  • meet exit criteria before transition;
  • on failure move to fail-branch and resolve first.

No transition to implementation is allowed until:

  • plan approved;
  • MCP gate satisfied according to selected MCP mode.

If "direct task" — use simplified flow:

  1. Clarify goal and done criteria.
  2. Do the task.
  3. Check per mode/scope (for Unity: Play Mode + read_console before handoff).
  4. Short report.

Project files

All memory and log files — in Docs/: Docs/DEV_CONFIG.md, Docs/GAME_DESIGN.md, Docs/DEV_STATE.md, Docs/DEV_PLAN.md, Docs/AGENT_MEMORY.md, Docs/ARCHITECTURE.md, Docs/DEV_LOG/, Docs/Screenshots/. Do not create them in project root. Read order, templates, rules — in reference.md.
DEV_STATE stays small; DEV_PLAN is full plan; iteration log file name strictly with date and time (iteration-NN-YYYYMMDD-HHMM.md).

Machine-readable profile (mandatory)

To avoid repeated questions across sessions, keep a persistent profile in:

  • Docs/DEV_PROFILE.json (source of truth for automation defaults).

Minimum keys:

  • dev_mode, skill_mode, ui_mode, ui_stack, mcp_mode,
  • qa_per_feature, qa_final, screenshot_policy,
  • reuse_first, library_policy, project_frameworks.

At session start:

  • read Docs/DEV_PROFILE.json if exists;
  • ask only delta questions;
  • sync important changes back to profile and Docs/DEV_CONFIG.md.

Docs baseline gate (mandatory, always)

Before implementation starts, agent must verify Docs baseline exists in project and create missing files/folders from templates.

Required baseline:

  • Docs/DEV_CONFIG.md
  • Docs/GAME_DESIGN.md
  • Docs/DEV_PLAN.md
  • Docs/DEV_STATE.md
  • Docs/AGENT_MEMORY.md
  • Docs/ARCHITECTURE.md
  • Docs/UI_BRIEF.md
  • Docs/DEV_LOG/iteration-NN-YYYYMMDD-HHMM.md (at least one iteration file)
  • Docs/Screenshots/iter-01/ (or current iteration folder)

Rules:

  • If any baseline item is missing, create it immediately before coding.
  • If scope/settings changed, update relevant docs before continuing (DEV_CONFIG, DEV_PLAN, DEV_STATE, log).
  • Do not report feature implementation complete without docs/log updates.

Bootstrap scripts (safe usage)

  • Prefer:
    • setup_project.bat "<project-root>"
    • setup_source_folders.bat "<project-root>"
  • If no path is passed, scripts try current working directory.
  • Scripts validate Unity root (Assets + ProjectSettings) before creating files.
  • Never rely on relative traversal from skill folder for target project selection.

Docs/DEV_STATE.md format

  • Emoji and structure (required): use sections with emoji: 🧠 Context · ⚙️ In progress · ⏭️ Next tasks · ⚠️ Blockers · 📸 Last screenshot · 📈 Progress · 📊 Info. At top — Legend (🧭): status 🟦 in progress, 🟨 review, 🟥 blocker, 🟩 done; markers [x] done, [ ] todo, current step.
  • Progress (required): 📈 Progress block always: Feature (current) — % or micro-plan steps (K / N), status 🟦/🟨/🟥/🟩; Project (overall) — M / T tasks from DEV_PLAN, %. Can add bars e.g. |████░░░░|.
  • In progress: current task with micro-plan (numbered list, steps with [x]/[ ] and ← on current). Update on each action.
  • Full template — reference.md → "Docs/DEV_STATE.md template".

MCP use

Unity MCP and ComfyUI are accelerators.

If user selected use MCP, treat MCP as required preflight:

  • before implementation, verify MCP connection and required editor checks workflow;
  • if unavailable, try to configure/fix MCP first;
  • do not implement until MCP works or user explicitly changes MCP mode.

If user selected no MCP, continue file/code workflow without MCP.

Details: tools/unity-mcp.md, tools/comfyui.md.

UI creation

Use project-aware UI strategy:

  • if project already uses a UI stack (uGUI/NeoxiderPages/UI Toolkit), keep it by default;
  • if no stack is set, propose UI Toolkit as default option;
  • if mode is no_ui, skip UI creation pipeline entirely.

Details: tools/ui-builder.md. Dynamic elements at runtime — via selected stack API.

Before implementing UI:

  • Clarify if design exists (mockup/screenshots/guide).
  • If no design — propose basic UI Builder template and ask minimal screen requirements.
  • If design in Figma — ask user for exported materials (assets, sizes, typography, colors, code snippet if needed), then implement via UI Builder.

UI intake template: reference.mdDocs/UI_BRIEF.md.
In Docs/UI_BRIEF.md always set UI Quality Mode (quick / standard / production).

UI Toolkit best practices (web-validated)

  • Split UI into small UXML screens and reusable components; keep behavior logic in C#.
  • For frequently toggled panels, use display: none / display: flex instead of constant remove/create cycles.
  • Cache Q<T>(name) references once during page initialization.
  • Prefer transform / opacity-based animations and minimize expensive layout changes per frame.
  • Keep shared styles in a common USS, and move screen-specific styling into dedicated USS files.
  • Centralize event subscribe/unsubscribe in OnShow / OnHide / Dispose to avoid leaks.
  • Build recurring UI blocks as templates (VisualTreeAsset + controller), not UXML copy-paste.
  • For rare and heavy panels, allow lazy loading (load on demand).

UI decision table

| Situation | Agent action | |-----------|--------------| | Has design (mockup/screenshots/UI kit) | Fill Docs/UI_BRIEF.md from it, layout via selected project stack, check in Play Mode + read_console. | | Only text spec | Fill Docs/UI_BRIEF.md first (screens, states, interactions), agree unclear points, then implement. | | No refs and no spec | Fallback: basic UI shell (MainMenu + GameplayHUD + Pause/GameOver), document assumptions in Docs/UI_BRIEF.md, show result and ask for changes. | | Mode = no_ui | Skip UI intake and UI implementation; focus on mechanics/systems only. |

Project profiles / presets

Project-specific rules should live in separate presets under project-profiles/ (for example neoxider-pages.md, plain-ugui.md, ui-toolkit.md).

Selection rule:

  • detect available framework/libraries in project;
  • choose matching preset and record in Docs/DEV_PROFILE.json;
  • if no preset fits, use generic base rules.

Iteration cycle enforcement (mandatory)

For each feature (or allowed feature block by mode), agent must complete all steps before moving on:

  1. Implement.
  2. Self-check.
  3. Unity check (Play Mode + read_console).
  4. Artifacts update (Docs/DEV_STATE.md, Docs/DEV_LOG/iteration-*.md, optional screenshots by policy).
  5. Iteration report.

Blocking gate: no next feature until required checks and docs updates are done.

Frequency:

  • standard / pro / no_ui: per feature.
  • fast / prototype: batched checks allowed, but block size must follow mode limits.

Scene hierarchy and bootstrap

  • Generally do not use bootstrap. Only for specific goals (diagnostics, hypothesis checks, separate tech task); not default architecture.
  • For Prototype, Fast, Standard — prefer manual object creation via Unity Editor/MCP and explicit inspector references.
  • Complex containers and DI — only with clear need (usually Pro).
  • Architecture levels and hierarchy template: tools/architecture-by-mode.md.
  • Before introducing DI/LifetimeScope/ServiceLocator document a short why in Docs/ARCHITECTURE.md.

Unity/C# practices

All style/patterns/logging/comments: tools/code-writing.md.

Error handling

Briefly: compilation must be clean; MCP may fail; verify scene objects via editor state and screenshot.
Details: reference.md → "Error handling and common issues".

Anti-patterns

Briefly (details in tools/code-writing.md and modes/*):

  • Do not start without choosing launch mode — first choose: "full skill cycle" or "direct task". For full cycle ask settings and game design; for direct task ask only minimal context.
  • Do not start implementing a feature without checking ready-made — check Unity built-in and installed packages first; with Reuse-first on — search GitHub and web for mechanics/libraries. Do not write from scratch what exists in project, package, or open source.
  • Do not skip pre-handoff check — before handoff always Play Mode + read_console + reviewed screenshot.
  • Do not skip MCP setup when user requested it — if user said use MCP, first try to configure/fix MCP and verify it works; do not silently continue as if checks were done.
  • Do not bypass MCP gate when use MCP is selected — implementation is blocked until MCP is confirmed working, unless user explicitly changes MCP mode.
  • Do not add global ServiceLocator in Prototype/Fast without clear reason — prefer direct refs and simple composition.
  • Do not require Figma MCP — ask user for design reference and implement via UI Builder; if Figma mockup exists, ask for exported materials.
  • Do not create memory files in root — only in Docs/ (DEV_CONFIG, GAME_DESIGN, DEV_STATE, DEV_PLAN, AGENT_MEMORY). Do not skip Docs/AGENT_MEMORY.md.
  • Do not create log file without time in name — only Docs/DEV_LOG/iteration-NN-YYYYMMDD-HHMM.md, not iteration-NN.md.
  • No hardcoded settings — all in SO.
  • Do not forget to update Docs/DEV_STATE, Docs/DEV_PLAN and iteration file in Docs/DEV_LOG.
  • Do not run with stale docs: when scope changes, update Docs/DEV_PLAN.md and Docs/DEV_CONFIG.md before coding.
  • Do not skip docs bootstrap: never start coding if Docs baseline gate is incomplete.
  • Do not bloat DEV_STATE (keep it small).
  • Do not continue implementation with broken MCP when mode is use MCP.
  • Do not forget to save scene after changes via Unity MCP (manage_scene action=save).
  • Screenshots: save in Docs/Screenshots/ (iter-01, iter-02, …). Agent must review every screenshot (open image and check content). Do not report success from a screenshot without checking it; if image is wrong — note issue, retake or fix scene.
  • UI at runtime: when creating UI from code ensure EventSystem in scene; add Button component to buttons and set child Text raycastTarget = false (see tools/code-writing.md → "Unity UI (runtime creation)").
  • Script/class/file names: do not use game or project-specific names (TotalWar, MyGame, etc.) — use role names: GameManager, MainMenuController, RewardPanel, UiData. Details: tools/code-writing.md → "Naming".

Contract & API

Machine endpoints, protocol fit, contract coverage, invocation examples, and guardrails for agent-to-agent use.

MissingGITHUB OPENCLEW

Contract coverage

Status

missing

Auth

None

Streaming

No

Data region

Unspecified

Protocol support

MCP: self-declared

Requires: none

Forbidden: none

Guardrails

Operational confidence: low

No positive guardrails captured.
Invocation examples
curl -s "https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/snapshot"
curl -s "https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/contract"
curl -s "https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/trust"

Reliability & Benchmarks

Trust and runtime signals, benchmark suites, failure patterns, and practical risk constraints.

Missingruntime-metrics

Trust signals

Handshake

UNKNOWN

Confidence

unknown

Attempts 30d

unknown

Fallback rate

unknown

Runtime metrics

Observed P50

unknown

Observed P95

unknown

Rate limit

unknown

Estimated cost

unknown

Do not use if

Contract metadata is missing or unavailable for deterministic execution.
No benchmark suites or observed failure patterns are available.

Media & Demo

Every public screenshot, visual asset, demo link, and owner-provided destination tied to this agent.

Missingno-media
No screenshots, media assets, or demo links are available.

Related Agents

Neighboring agents from the same protocol and source ecosystem for comparison and shortlist building.

Self-declaredprotocol-neighbors
GITLAB_AI_CATALOGgitlab-mcp

Rank

83

A Model Context Protocol (MCP) server for GitLab

Traction

No public download signal

Freshness

Updated 2d ago

MCP
GITLAB_PUBLIC_PROJECTSgitlab-mcp

Rank

80

A Model Context Protocol (MCP) server for GitLab

Traction

No public download signal

Freshness

Updated 2d ago

MCP
GITLAB_AI_CATALOGrmcp-openapi

Rank

74

Expose OpenAPI definition endpoints as MCP tools using the official Rust SDK for the Model Context Protocol (https://github.com/modelcontextprotocol/rust-sdk)

Traction

No public download signal

Freshness

Updated 2d ago

MCP
GITLAB_AI_CATALOGrmcp-actix-web

Rank

72

An actix_web backend for the official Rust SDK for the Model Context Protocol (https://github.com/modelcontextprotocol/rust-sdk)

Traction

No public download signal

Freshness

Updated 2d ago

MCP
Machine Appendix

Contract JSON

{
  "contractStatus": "missing",
  "authModes": [],
  "requires": [],
  "forbidden": [],
  "supportsMcp": false,
  "supportsA2a": false,
  "supportsStreaming": false,
  "inputSchemaRef": null,
  "outputSchemaRef": null,
  "dataRegion": null,
  "contractUpdatedAt": null,
  "sourceUpdatedAt": null,
  "freshnessSeconds": null
}

Invocation Guide

{
  "preferredApi": {
    "snapshotUrl": "https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/snapshot",
    "contractUrl": "https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/contract",
    "trustUrl": "https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/trust"
  },
  "curlExamples": [
    "curl -s \"https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/snapshot\"",
    "curl -s \"https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/contract\"",
    "curl -s \"https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/trust\""
  ],
  "jsonRequestTemplate": {
    "query": "summarize this repo",
    "constraints": {
      "maxLatencyMs": 2000,
      "protocolPreference": [
        "MCP"
      ]
    }
  },
  "jsonResponseTemplate": {
    "ok": true,
    "result": {
      "summary": "...",
      "confidence": 0.9
    },
    "meta": {
      "source": "GITHUB_OPENCLEW",
      "generatedAt": "2026-04-16T23:33:53.969Z"
    }
  },
  "retryPolicy": {
    "maxAttempts": 3,
    "backoffMs": [
      500,
      1500,
      3500
    ],
    "retryableConditions": [
      "HTTP_429",
      "HTTP_503",
      "NETWORK_TIMEOUT"
    ]
  }
}

Trust JSON

{
  "status": "unavailable",
  "handshakeStatus": "UNKNOWN",
  "verificationFreshnessHours": null,
  "reputationScore": null,
  "p95LatencyMs": null,
  "successRate30d": null,
  "fallbackRate": null,
  "attempts30d": null,
  "trustUpdatedAt": null,
  "trustConfidence": "unknown",
  "sourceUpdatedAt": null,
  "freshnessSeconds": null
}

Capability Matrix

{
  "rows": [
    {
      "key": "MCP",
      "type": "protocol",
      "support": "unknown",
      "confidenceSource": "profile",
      "notes": "Listed on profile"
    },
    {
      "key": "exceed",
      "type": "capability",
      "support": "supported",
      "confidenceSource": "profile",
      "notes": "Declared in agent profile metadata"
    },
    {
      "key": "add",
      "type": "capability",
      "support": "supported",
      "confidenceSource": "profile",
      "notes": "Declared in agent profile metadata"
    }
  ],
  "flattenedTokens": "protocol:MCP|unknown|profile capability:exceed|supported|profile capability:add|supported|profile"
}

Facts JSON

[
  {
    "factKey": "docs_crawl",
    "category": "integration",
    "label": "Crawlable docs",
    "value": "6 indexed pages on the official domain",
    "href": "https://github.com/login?return_to=https%3A%2F%2Fgithub.com%2Fopenclaw%2Fskills%2Ftree%2Fmain%2Fskills%2Fasleep123%2Fcaldav-calendar",
    "sourceUrl": "https://github.com/login?return_to=https%3A%2F%2Fgithub.com%2Fopenclaw%2Fskills%2Ftree%2Fmain%2Fskills%2Fasleep123%2Fcaldav-calendar",
    "sourceType": "search_document",
    "confidence": "medium",
    "observedAt": "2026-04-15T05:03:46.393Z",
    "isPublic": true
  },
  {
    "factKey": "vendor",
    "category": "vendor",
    "label": "Vendor",
    "value": "Neoxider",
    "href": "https://github.com/NeoXider/unity-game-agent",
    "sourceUrl": "https://github.com/NeoXider/unity-game-agent",
    "sourceType": "profile",
    "confidence": "medium",
    "observedAt": "2026-04-14T22:26:39.640Z",
    "isPublic": true
  },
  {
    "factKey": "protocols",
    "category": "compatibility",
    "label": "Protocol compatibility",
    "value": "MCP",
    "href": "https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/contract",
    "sourceUrl": "https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/contract",
    "sourceType": "contract",
    "confidence": "medium",
    "observedAt": "2026-04-14T22:26:39.640Z",
    "isPublic": true
  },
  {
    "factKey": "handshake_status",
    "category": "security",
    "label": "Handshake status",
    "value": "UNKNOWN",
    "href": "https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/trust",
    "sourceUrl": "https://xpersona.co/api/v1/agents/neoxider-unity-game-agent/trust",
    "sourceType": "trust",
    "confidence": "medium",
    "observedAt": null,
    "isPublic": true
  }
]

Change Events JSON

[
  {
    "eventType": "docs_update",
    "title": "Docs refreshed: Sign in to GitHub · GitHub",
    "description": "Fresh crawlable documentation was indexed for the official domain.",
    "href": "https://github.com/login?return_to=https%3A%2F%2Fgithub.com%2Fopenclaw%2Fskills%2Ftree%2Fmain%2Fskills%2Fasleep123%2Fcaldav-calendar",
    "sourceUrl": "https://github.com/login?return_to=https%3A%2F%2Fgithub.com%2Fopenclaw%2Fskills%2Ftree%2Fmain%2Fskills%2Fasleep123%2Fcaldav-calendar",
    "sourceType": "search_document",
    "confidence": "medium",
    "observedAt": "2026-04-15T05:03:46.393Z",
    "isPublic": true
  }
]

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