engine-automation

Plan and execute approved Unity, Godot, Unreal, Blender, or pixel-editor automation through one host adapter.

13|Updated Jul 30, 2026
One-click install
npx skills add https://github.com/frabcd/codex-ai-game-studio --skill engine-automation-frabcd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: engine-automation
Source: https://github.com/frabcd/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/engine-automation
Command: npx skills add https://github.com/frabcd/codex-ai-game-studio --skill engine-automation-frabcd

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Automating game editors like Unity, Godot, Unreal, or Blender often involves risky, opaque operations that can silently modify projects, install tools, or conflict with existing MCP server configurations. This Skill enforces an approval-gated workflow so every editor operation is planned, permissioned, reversible, and verified before anything changes. ## Core Features & Use Cases - Approval-Gated Transactions: Builds an explicit transaction plan with exact commands, permissions, backups, rollback steps, and a digest that must be confirmed before any action runs. - Host Adapter Routing: Detects the host application and project read-only, refuses ambiguous host selection, and enforces a single active MCP server per application. - Production Quality Gates: Runs seven completion gates covering rights and licensing, format validation, visual consistency, runtime budgets, playability tests, regression evidence, and human approval. - Use Case: A developer wants to automate asset import in Unity. The Skill inventories existing MCP configurations, proposes a transaction with rollback and health checks, waits for digest confirmation, then applies only the listed actions and records the lock state. ## Quick Start Use the engine-automation skill to plan this editor operation, show the required permissions and rollback steps, and wait for my approval before changing anything.

Frequently Asked Questions about engine-automation

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I automate Unity or Unreal editor operations safely?

Use an approval-gated workflow that first runs read-only host detection, then prepares a transaction listing exact commands, permissions, backups, and rollback steps. Nothing executes until you confirm the plan digest, and health checks stop the process on any divergence.

What happens if multiple MCP servers target the same editor?

The workflow refuses to proceed when multiple active MCP servers target the same host application. Only one MCP server per host may be active, and ambiguous host selection blocks the operation until resolved.

Can this skill install or launch editors automatically?

No. It never installs, enables, launches, configures, or controls an editor implicitly. Every action must appear in an approved transaction plan, and a digest mismatch, expired plan, or changed environment invalidates the apply step.

Which game engines and editors are supported?

The workflow routes operations to Unity, Godot, Unreal, Blender, and pixel-editor host adapters. It selects one compatible adapter at a time based on read-only detection of the host application and project.

What quality gates must pass before production use?

Seven gates are required: rights and license checks, technical format validation, visual consistency review, runtime performance budgets, playability smoke tests, regression evidence captures, and human approval before replacing source assets.

What happens when a rollback or backup fails?

A failed backup invalidates the apply step and requires a new plan. The workflow preserves originals, records the tested rollback path, and blocks production promotion when gates fail or environments conflict.