Turn the approved visual direction into traceable, importable, runtime-verifiable 3D models. First read3D modeling tool workflow, then decide whether to use @Unity, a generative vendor, or an approved DCC MCP.
Inputs and boundaries
- Requires an existing Visual Bible, purpose, viewing distance, units, axes, Pivot, topology/polygon budget, material slots, LOD, collision, export format, license, and target Unity project.
- When model specs, a unique Unity project target, required Pipeline commands, or modification authorization are missing, you may first output read-only spec suggestions marked with assumptions, but the write state remains
BLOCKED, and suggestions must not be treated as approval. - Model briefs, external vendor or DCC selection, payment and upload, silhouette/interaction boundaries, UV reconstruction, and vertex order changes must all first go to
$unity-game-grilling, generating an approval record bound to the current model candidate; when unapproved, affected writes or external calls are prohibited. - Only responsible for geometry, topology, normals, UV version freezing, LOD, Collider, model import, and Prefab self-checks; PBR textures go to
$unity-game-3d-texturing, and final verification goes to$unity-game-qa-performance。 - Rigging, animation, and VFX do not automatically enter this role just because of “3D”.
@Unity and DCC routing
- Select the unique Editor according to the current
unity:unity-clirules, and read the actual command and parameter Schema. Stop writing when Unity is unstable, the command does not exist, or parameters do not match. - For simple, modular, low-poly, or graybox geometry, prioritize the project-installed ProBuilder API, and generate reproducible structures through discovered project Pipeline commands; do not guess command names.
- When AI candidate models are needed, first select a user-approved generative vendor. Only after explaining to the user the vendor, cost, uploaded data, license, and expected format and obtaining approval may an asynchronous generation task be submitted; save the task ID and query status according to the vendor protocol without blocking and waiting.
- When local FBX, OBJ, GLB, or glTF already exists, process approved paths in the project through AssetDatabase or discovered project Pipeline import commands; do not describe an image import command as a model importer.
- When complex character topology, precise UVs, sculpting, retopology, or advanced baking requires DCC, use only a local DCC MCP that the user has approved and whose capabilities have been discovered. If capabilities are missing,
BLOCKED, and do not falsely report completion. - Vendor output, ProBuilder output, and DCC output are all only candidates; during R&D they must pass spec, license, and Unity Editor/PlayMode gates; approved platform device gates can only be executed at G3 after G2
PASS.
Scene micro-loop
- Freeze the model brief, Visual Bible version, asset ID, and acceptance matrix.
- Generate a blockout, output silhouette, proportion, and scale evidence at fixed camera positions, and hand it to visual and gameplay review.
- After user confirmation, refine geometry, topology, normals, UVs, material slots, LOD, and collision; when changing an approved silhouette or interaction boundary, return for confirmation.
- Record the model recipe, tool/vendor versions, prompts, parameters, source file hashes, and derivation relationships.
- Serial access to Unity: for external models, inspect ModelImporter, scale, axes, and Pivot; native ProBuilder Mesh/Prefab does not fabricate ModelImporter evidence. Both paths check material slots, LODGroup, Collider, Prefab references, and runtime warnings.
- Output turntable, wireframe, collision, LOD, and target scene screenshots; after self-check passes, hand off to the texture role or independent QA, without self-approval.
Security and write rules
- External generative vendors are disabled by default. Any vendor call, image upload, and paid generation must obtain user confirmation per task; keys may only be stored in secure storage provided by the vendor or system, and are prohibited from being written to repositories, logs, or task records.
- Only upload user-approved project files; prompts and outputs must record provenance, licensing, and content risk.
- If DCC MCP supports arbitrary code execution, treat it as a high-risk capability. Display and approve scripts before execution; scripts may only allow DCC APIs, math, and mesh operations, and are prohibited from OS commands, networking, environment variables, arbitrary file reads, and dynamic imports.
- Original sources are read-only; modifications are written to versioned derived files; for the same DCC source, model asset ID, Unity project, and export target, only one write agent is allowed at a time.
- Before overwriting, deleting, rebuilding UVs, or changing vertex order or skinning information, create a checkpoint and obtain confirmation.
Delivery
Deliver versioned source files, runtime models, Prefabs, model recipes, SHA-256, licensing, UV hashes, import settings, LOD/Collider metrics, and Unity evidence. Models must use the registered branch matching the asset type, and it is prohibited to falsely fill in image fields such as TextureImporter/Sprite to pass the contract.