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CLI tool for installing AI agent skills and knowledge base rules for game development projects
The AI Development Pipeline for Games: design, code, and the engine editor
Building a game with AI usually breaks in the same place: the agent writes a class, and then stops. The design lives in someone's head, the scene lives in the editor, and neither is something a prompt can reach. UniKit AI closes that gap - it authors the game design, plans and writes the code against a memory of your engine and stack, and carries the same plan into the engine editor through the engine's MCP server. An engineered pipeline instead of vibe-coded prompts.
UniKit AI covers three layers of game development:
| Layer | What it covers |
|---|---|
| Game design | concept, pillars, systems, flows, content schemas - a machine-readable design that code plans read from |
| Game code | architecture, systems, tests, refactoring, review, documentation |
| Engine editor | scenes, prefabs, UI, materials, animation, assets, project settings - planned as explicit tasks, executed through the engine MCP |
Editor work is a first-class part of a plan, not an afterthought: it is planned next to the code, carried out through the engine MCP and verified by reading the result back from the editor. See Editor tasks.
Art production, audio authoring, and store/build pipelines are not covered.
Each engine ships one or more MCP servers. Where several are listed, they are alternatives - unikit-ai init offers them as a choice and the first one is the default. The versions are each vendor's own minimum, and UniKit AI does not detect your engine version, so check yours before accepting the default.
| Engine | MCP servers (in wizard order) |
|---|---|
| Unity | Unity Biome MCP (Unity 6000.0+) · Coplay Unity MCP (Unity 2021.3 LTS+) |
| Godot 4 / Godot 4 .NET | Fennara Godot AI - free (Godot 4.5+) · GDAI Godot MCP - paid (Godot 4.1+) · Coding-Solo Godot MCP - free (no declared minimum) |
| Unreal Engine 5 | ChiR24 Unreal MCP (Unreal Engine 5.0+) |
See Configuration for how UniKit AI works with each server.
| Agent | Config Directory | MCP Support |
|---|---|---|
| Claude Code | .claude/ | Yes (.mcp.json) |
| Codex CLI | .codex/ | Yes (.codex/config.toml) |
| Cursor | .cursor/ | Yes (.cursor/mcp.json) |
| Qwen Code | .qwen/ | Yes (.qwen/settings.json) |
| OpenCode | .opencode/ | Yes (opencode.json) |
| Antigravity | .agents/ | Yes (.agents/mcp_config.json) |
| Kimi Code | .kimi-code/ | Yes (.kimi-code/mcp.json) |
| Universal / Other | .agents/ | Yes (.mcp.json) |
Select one or more during unikit-ai init. See Agents for agent-specific caveats.
npm install -g unikit-ai # install
unikit-ai update # later: reinstall only what changed in the project
unikit-ai init # in your game project directory
The wizard asks which AI agent you use and which game engine, configures the MCP servers, and installs the skills, subagents and engine templates.
Context7 is also recommended - the agent uses it for generating framework rules and deep research of libraries and APIs.
Then open your AI agent and start working:
/unikit
/unikit scans your game project, detects the full tech stack, asks targeted questions to fill in gaps, generates project description and architecture files, then bootstraps starter rules for every framework in your stack so the agent is ready to write idiomatic code from the first prompt.
Say you want to add an item rarity system with visual effects.
1. Explore - research the idea, analyze the codebase, find integration points:
/unikit-explore Add item rarity system with rarity tiers and drop logic
The agent produces a research document with diagrams, option comparisons, and architectural recommendations. Save it or feed it directly into the next step.
2. Plan - turn research into concrete tasks:
/unikit-plan
The plan carries both code tasks and, where the feature needs them, editor tasks - the rarity badge on the item widget, the tint material, the VFX prefab.
3. Improve - refine the plan (run 2-3 times for complex features):
/unikit-improve
4. Implement - execute tasks phase by phase, code and editor alike, test in-game after each one:
/unikit-implement
5. Review & Verify - check code against project rules, verify completeness:
/unikit-review
/unikit-verify
6. Commit:
/unikit-commit
7. Pull request (optional) - open the branch's PR, or print its text when the GitHub MCP is not set up:
/unikit-pr
See the full Development Workflow with diagram and decision table.
explore ──▶ plan ──▶ improve ──▶ implement ──▶ review ──▶ verify ──▶ commit
│ │ │
design brief code + editor tasks fix ──▶ patch ────┤
through the engine MCP │
│
evolve ◀────────────────────────────┘
distill patches into rules
The development loop runs through exploration, planning, implementation, and review. Plans pull a design brief from the game design when there is one, execute code and editor work through the same pipeline, and bug fixes along the way generate patches that feed into the evolution step - distilling real project experience into permanent rules.
Every code task runs through a two-tier knowledge base: core rules are always loaded (code style, design principles, performance, testing), stack rules are loaded only when the task needs them (DI, async, reactive, UI, etc.). Rules come from the official remote registry, versioned independently of the npm package, and you can connect your own private registry to carry your team's rule library across projects.
→ Dynamic Memory · Rules Registry
Beyond code, UniKit AI helps author the game design itself, so that planning starts from a written design instead of a prompt:
The design feeds code plans, and code never edits it, with one exception: once /unikit-verify confirms a feature is done, the design is marked as implemented.
Every bug fix and code review creates a patch - a record of what went wrong and how it was fixed. When patches accumulate, /unikit-evolve analyzes them and distills patterns into project rules.
bug found ──▶ /unikit-fix ──▶ patch created ──▶ /unikit-evolve ──▶ new rule
│
next session uses it
The agent doesn't repeat the same mistakes: the more you fix and evolve, the smarter the framework becomes for your specific project.
UniKit AI works alongside any other AI framework - it uses its own config directory and never touches standard agent files like CLAUDE.md or .cursorrules.
| Guide | Description |
|---|---|
| Getting Started | What is UniKit AI, CLI commands, first project |
| Help Navigator | Not sure which skill to use? Start here |
| Agents | Supported AI agents and their known limitations |
| Best Practices | Practical tips for working with the agent |
| Development Workflow | Workflow diagram, skill pipeline, spec-driven approach |
| Skills Reference | All 35 skills - 24 code-pipeline + 11 game-design |
| Subagents | Coordinators, workers and sidecars |
| Plan Files | Plans, editor tasks, patches |
| Game-Design Module | Game design authoring and genre profiles |
| Dynamic Memory | Core and stack rules, the memory pipeline |
| Memory & Skill Evolution | How fix patches turn into rules |
| Configuration | Project config, MCP servers, project structure |
| Rules Registry | Remote rules registry and its CLI commands |
| Extensions | Third-party skills, injections, MCP servers |
🎞 Как мы пишем игру на Unity полностью с AI
🎞 От установки в проект Unity до первого AI коммита
🎞 Как заставить ИИ-агента перестать угадывать архитектуру для игры в Unity
🎞 От ИИ-плана до закоммиченной фичи на Unity
🎞 Память AI-агента под свой Unity проект
MIT License. See LICENSE for details.
FAQs
CLI tool for installing AI agent skills and knowledge base rules for game development projects
We found that unikit-ai demonstrated a healthy version release cadence and project activity because the last version was released less than a year ago. It has 1 open source maintainer collaborating on the project.

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