agent-coordination
This skill should be used when working on the Zero-Day Attack Unity project. Provides guidance for coordinating specialized agents across ALL development activities including bug investigation, implementation, design exploration, architecture decisions, Unity/MCP integration, and multi-phase planning. Trigger phrases: "fix this bug", "implement", "design", "investigate", "refactor", "review", "plan", "coordinate", "which agent", "help me with", "explore the codebase", or any development work on this Unity game project.
SKILL.md
| Name | agent-coordination |
| Description | This skill should be used when working on the Zero-Day Attack Unity project. Provides guidance for coordinating specialized agents across ALL development activities including bug investigation, implementation, design exploration, architecture decisions, Unity/MCP integration, and multi-phase planning. Trigger phrases: "fix this bug", "implement", "design", "investigate", "refactor", "review", "plan", "coordinate", "which agent", "help me with", "explore the codebase", or any development work on this Unity game project. |
name: Agent Coordination description: | This skill should be used when working on the Zero-Day Attack Unity project. Provides guidance for coordinating specialized agents across ALL development activities including bug investigation, implementation, design exploration, architecture decisions, Unity/MCP integration, and multi-phase planning.
Trigger phrases: "fix this bug", "implement", "design", "investigate", "refactor", "review", "plan", "coordinate", "which agent", "help me with", "explore the codebase", or any development work on this Unity game project. version: 0.3.0
Agent Coordination for Zero-Day Attack
This skill provides guidance for selecting and coordinating agents and skills when working on Zero-Day Attack. For structured planning workflows, use the /start-planning command.
Available Agents
| Agent | Domain | Best Skills to Load First |
|---|---|---|
| code-architect | Code structure, patterns, layer separation | project-architecture |
| game-designer | Game rules, mechanics, player experience | zero-day-rules |
| ui-ux-developer | Layout, sizing, visual feedback | layout-sizing, visual-style-guide |
| input-developer | Board SDK, touch input, piece detection | board-sdk |
| scene-builder | Unity hierarchy, GameObjects, prefabs | unity-mcp-tools |
| test-engineer | Writing and running tests | unity-testing |
| deployment-specialist | Building APK, Board deployment | (none required) |
| mcp-advisor | MCP tool selection, troubleshooting | unity-mcp-tools |
| project-producer | Documentation, workflow coordination | documentation |
Available Skills
| Skill | Domain | Relevant Agents |
|---|---|---|
| zero-day-rules | Game mechanics, phases, scoring | game-designer, code-architect |
| project-architecture | Namespaces, singletons, layers | code-architect, any implementation agent |
| board-sdk | Touch input, pieces, contacts, simulator | input-developer, code-architect |
| layout-sizing | Screen dimensions, coordinates, SVG | ui-ux-developer, scene-builder |
| visual-style-guide | Colors, rendering order, visual design | ui-ux-developer, scene-builder |
| unity-mcp-tools | MCP tool usage and patterns | mcp-advisor, scene-builder |
| unity-testing | EditMode/PlayMode tests | test-engineer, code-architect |
| documentation | Doc conventions, CLAUDE.md maintenance | project-producer |
Agent Selection by Context
Agents trigger automatically based on context:
| When Working On | Primary Agent | Supporting Agents |
|---|---|---|
| Architecture decisions | code-architect | game-designer |
| Game rules or mechanics | game-designer | code-architect |
| Token or tile implementation | code-architect | input-developer, ui-ux-developer |
| Touch/glyph handling | input-developer | code-architect |
| Layout or positioning | ui-ux-developer | code-architect |
| Unity scene hierarchy | scene-builder | mcp-advisor |
| Writing tests | test-engineer | code-architect |
| Build or deployment | deployment-specialist | - |
| MCP issues or tool selection | mcp-advisor | - |
| Documentation updates | project-producer | - |
Note: For any implementation work, include code-architect to ensure proper layer separation and architectural consistency.
Skill and Agent Pairing Examples
Bug in token placement:
- Load:
board-sdk,project-architecture - Agents:
input-developer(SDK behavior),code-architect(state flow)
New game feature:
- Load:
zero-day-rules,project-architecture - Agents:
game-designer(rules),code-architect(implementation)
Visual/layout issue:
- Load:
layout-sizing,visual-style-guide - Agents:
ui-ux-developer(visuals),code-architect(if code changes needed)
Unity scene work:
- Load:
unity-mcp-tools - Agents:
scene-builder(hierarchy),mcp-advisor(tool selection) - Enable MCP tools first:
/unity-mcp-enable scene-read gameobject
Writing tests:
- Load:
unity-testing,project-architecture - Agents:
test-engineer
Technical Notes
Subagent Capabilities
Subagents CAN:
- Use MCP tools directly when enabled by orchestrator
- Access skills declared in their frontmatter
- Use standard Claude Code tools (Read, Edit, Bash, etc.)
Subagents CANNOT:
- Execute slash commands
- Enable/disable MCP tools
MCP Tool Workflow
- Orchestrator enables tools with this command:
/unity-mcp-enable [groups] - Spawn agent with MCP-related task
- Agent uses MCP tools directly
- Orchestrator resets toools with this commmand:
/unity-mcp-reset
Agent Results
After agents complete, consider:
- Which agent provided which insight (attribution)
- Agent IDs for potential resumption
- Consensus or conflicts among findings
Commands
| Command | Purpose |
|---|---|
/start-planning [task] | Structured planning workflow |
/unity-mcp-enable [groups] | Enable MCP tools before agents |
/unity-mcp-reset | Disable MCP tools after work |
/update-documentation | Document changes |
Reference Files
references/plugin-components.md- Full component referencereferences/workflow-patterns.md- Example workflow sequencesreferences/handoff-protocols.md- Agent transition patterns