By tykisgod
Closes the development loop for game agents by auto-compiling Unity projects, running EditMode/PlayMode tests, performing cross-model code reviews (Claude + Codex CLI), and enforcing git worktree isolation across Unity, Godot, Unreal, and S&box — all via 26 slash commands with lifecycle-aware routing and structured state tracking.
Author Unity EditMode, PlayMode, or regression tests for the current change without conflating that with test execution.
Quick Unity best-practice check — run after editing C# files to catch anti-patterns, performance issues, and runtime safety problems.
Decompose a high-level game vision (pillars + rules + references) into executable epics, then orchestrate the full qq pipeline for each. Use when starting a new project, bootstrapping a prototype from a pitch, or breaking a large initiative into parallel workstreams.
Compare the current branch against develop and generate two review documents: architecture change diagram + PR review checklist.
Summarize all changes Claude Code made during this conversation.
Executes bash commands
Hook triggers when Bash tool is used
Modifies files
Hook triggers on file write and edit operations
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The control plane for game-dev agents.
Close the loop — compile, test, review, and ship — across Unity, Godot, Unreal, and S&box.
Claude Code-first.
Open to any agent via HTTP and MCP.
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Unity |
Godot |
Unreal |
S&box |
✅ Verified path: Claude Code + Unity 2021.3+ on macOS or Windows. Daily-driven, end-to-end battle-tested. This is the recommended setup if you want everything in this README to "just work".
🧪 Experimental — contributions welcome: Godot, Unreal, and S&box adapters ship as scaffolds. The bridge code, command surface, and CI smoke tests are in place, but no one has yet shipped a real game using any non-Unity adapter — they have not been validated in actual development use. Same caveat for non-Claude hosts (Codex CLI, Cursor, Continue, other MCP hosts): the runtime is agent-agnostic by design, but the verified loop is Claude Code-only. If you're building with one of these, your bug reports and PRs are how the adapter graduates to "verified" — see CONTRIBUTING.md.
AI agents can write code. They cannot, by default, tell you whether the code compiles, the tests pass, the behavior is right, or whether they just produced 500 lines of plausible-looking nonsense. In a game project — where "running" means the editor opens, the scene loads, and frame N+1 looks like you wanted — that gap is the entire problem.
quick-question is the runtime layer that closes it. Four work modes — prototype, feature, fix, hardening — are first-class state, not flavor text. A prototype keeps the compile green and stays playable; a hardening pass forces tests, review, and document/code consistency before shipping. The artifact-driven controller (/qq:go) reads .qq/state/*.json and your work_mode, then recommends the concrete next skill — instead of guessing from chat history.
The runtime is engine-symmetric and agent-agnostic. tykit gives Unity the deepest integration (an in-process HTTP server, millisecond response). Godot, Unreal, and S&box are at runtime parity through Python bridges. Claude Code gets 26 skills, auto-compile hooks, and review gates. Codex, Cursor, Continue, and any MCP-compatible host get the same underlying runtime through HTTP and MCP. Structured state in .qq/ is plain JSON on disk — readable by any agent, across sessions.
The methodology is grounded in the document-first approach described in AI Coding in Practice: An Indie Developer's Document-First Approach.
Edit .cs/.gd/.cpp file
→ Hook auto-compiles via qq-compile.sh
→ Result + error context written to .qq/state/
→ /qq:go reads state, recommends next skill
→ Skill runs, writes new state
→ Loop
Four layers cooperate:
npx claudepluginhub tykisgod/quick-questionCommands for game development workflows
A game development scaffold for Claude Code with layered rules, specialized agents, reusable skills, workflow commands, contexts, hooks, and engine-isolated packs for Unity, Unreal, and Godot.
Game development engineering agents providing expertise in engine architecture, gameplay systems, and performance optimization
Comprehensive game development learning system with 7 specialized agents, 21 in-depth skills, 4 slash commands, and automation hooks. Master game design, programming, graphics, audio, networking, tools, and publishing across Unity, Unreal Engine, and Godot.
Unity Development Toolkit - Expert agents for scripting/refactoring/optimization, script templates, and Agent Skills for Unity C# development
Skills and agents for developing Unity projects with Claude Code — maintainable test design and implementation, test-first workflow, coding guidelines, scene editing, and more.