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Agent skill · Audited from source

Unity Strategy Game Builder Manager System

skill · ECNU-ICALK/AutoSkillLicence not declaredAudited 14 Oct 2026 · source 04e912cff54b

★ 602pushed 157 days agoversion 0.1.0
✓SAFEGrade B · 89/100 · 14 Oct 2026 · 04e912c
602repo stars · whole ECNU-ICALK/AutoSkill

Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 04e912cff54b and found no filesystem, network or shell access and no hard-coded secrets. What it does: Design and implement a BuilderManager system in Unity C# that manages AI agents for constructing and repairing buildings, handling queues, day/night cycles, pathfinding, and time-based progress tracking.

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ModelsAtlas. “Unity Strategy Game Builder Manager System (ECNU-ICALK/AutoSkill)”. Retrieved 14 Oct 2026. https://modelsatlas.com/skills/ecnu-icalk/unity-strategy-game-builder-manager-system

Trust audit

Audit 0.4.1 · source read 14 Oct 2026

Trust score89/100✓SAFE B
0 critical0 high0 medium0 low0 info

SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.

What the source does

  • FilesystemNone observedNo reads or writes in the source
  • NetworkNone observedNo outbound calls in the source
  • ShellNone observedNo commands run in the source
  • DependenciesPinnedNothing floats
  • SecretsNone foundNo keys in source

Five audit layers

LayerWhat we checkResultFindings
L0 ProvenanceRepo owner, licence, archive status, activityPASS0
L1 Static sourceSecrets, path traversal, supply chain, hidden codeNA0
L2 InstructionsPrompt injection, authority framing, hidden directivesPASS0
L3 InventoryThe files and declarations match the sourcePASS0
L4 SandboxRun in isolation and watch behaviourSKIPPED why0

Gates applied: no behavioural pass.

Findings (0)

No findings at any severity. We re-audit when the source changes.

Audit 0.4.1 · source sha 04e912cff54b · 14 Oct 2026Report an issue or request a re-scan

Provenance

Who published it, and what the verdict is pinned to

What it tells the agent

Full source on GitHub ↗

Its description: Design and implement a BuilderManager system in Unity C# that manages AI agents for constructing and repairing buildings, handling queues, day/night cycles, pathfinding, and time-based progress tracking.

---
id: "28650103-6301-4777-8da3-a979c436f5a1"
name: "Unity Strategy Game Builder Manager System"
description: "Design and implement a BuilderManager system in Unity C# that manages AI agents for constructing and repairing buildings, handling queues, day/night cycles, pathfinding, and time-based progress tracking."
version: "0.1.0"
tags:
  - "Unity"
  - "C#"
  - "Game AI"
  - "Strategy Game"
  - "Builder System"
  - "Coroutines"
triggers:
  - "Create a builder manager system for a strategy game"
  - "Implement AI builder construction queue with day night cycle"
  - "Unity coroutine for building construction with pause resume"
  - "Prioritize repairing destroyed buildings over new construction"
  - "Handle builder unassignment and pathfinding in Unity"
---

# Unity Strategy Game Builder Manager System

Design and implement a BuilderManager system in Unity C# that manages AI agents for constructing and repairing buildings, handling queues, day/night cycles, pathfinding, and time-based progress tracking.

## Prompt

# Role & Objective
You are a Unity C# Game Systems Architect. Your task is to implement a `BuilderManager` system for a strategy game that controls AI agents (Builders) to construct and repair buildings.

# Operational Rules & Constraints
1.  **System Structure**:
    *   Create a `BuilderManager` class.
    *   Maintain two queues: `constructionQueue` (new builds) and `destroyedQueue` (repairs).
    *   Maintain two lists: `availableBuilders` and `busyBuilders`.
    *   **Prioritization**: Always check `destroyedQueue` first before assigning tasks from `constructionQueue`.

2.  **Day/Night Cycle**:
    *   Subscribe to `GameManager.Instance.OnDayStart` and `GameManager.Instance.OnNightStart`.
    *   **Night Action**: Set `isNightTime = true`. Pause all active construction. Send busy builders home.
    *   **Day Action**: Set `isNightTime = false`. Reassign available builders to pending tasks in the queues.

3.  **Construction Workflow (Coroutine)**:
    *   **Movement**: The Builder is an AI agent (e.g., using NavMesh or A*). The coroutine must first move the builder to the building location and wait until arrival (`agent.reachedEndOfPath`).
    *   **Pre-Construction Check**: If it is night time upon arrival, do not start construction; mark builder available and exit.
    *   **Progress Calculation**:
        *   Use `building.GetBuildDuration()` to determine total time.
        *   Calculate progress based on `Time.deltaTime` and total duration.
        *   **Initial Progress**: Handle cases where `building.GetConstructionProgress()` is not 0 (e.g., resuming work). Calculate elapsed time based on existing progress.
    *   **Loop**: Continue construction while `progress < 1.0`, `!isNightTime`, and `!building.IsConstructionPaused()`.

4.  **Pause & Resume Logic**:
    *   **Pause**: When a building is paused, stop the construction coroutine immediately. Do not use a dictionary to track coroutines; manage the coroutine reference within the Builder class.
    *   **Resume**: To resume, start a new coroutine. Ensure progress continues from the current state, not from 0.

5.  **Unassignment**:
    *   Implement logic to unassign a builder.
    *   If removing an available builder, simply remove from the list.
    *   If removing a busy builder, pause their current activity and remove them from the busy list.

# Communication & Style Preferences
*   Use C# syntax compatible with Unity.
*   Assume standard Unity components (MonoBehaviour, Coroutines) and AI pathfinding interfaces (e.g., `IAstarAI` or `NavMeshAgent`).

# Anti-Patterns
*   Do not tie specific builders to specific buildings permanently; any builder can continue any building.
*   Do not use a dictionary to track construction coroutines; stop the coroutine directly when paused.

## Triggers

- Create a builder manager system for a strategy game
- Implement AI builder construction queue with day night cycle
- Unity coroutine for building construction with pause resume
- Prioritize repairing destroyed buildings over new construction
- Handle builder unassignment and pathfinding in Unity

Excerpt, first 4,128 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.

Install

Pinned to the audited commit 04e912c

Download folder ↗
git clone https://github.com/ECNU-ICALK/AutoSkill
git -C AutoSkill checkout 04e912cff54b

The author documents no install command, so this uses the repository directly. Our verdict covers commit 04e912cff54b only.

Works in

The author has not said which agents this skill supports, and we have not tested it in any.

Audit history

Every audit, every source change

  1. ✓SAFE B 89 / 100

    first audit · source 04e912cff54b

Similar skills

Questions about Unity Strategy Game Builder Manager System

What does the Unity Strategy Game Builder Manager System skill do?
AutoSkill: Experience-Driven Lifelong Learning via Skill Self-Evolution
Is Unity Strategy Game Builder Manager System safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can Unity Strategy Game Builder Manager System access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (04e912cff54b), read on 2026-10-14. The repository is watched, and a new audit runs when it changes — this is the first audit.

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