Agent skill · Audited from source
Unity Strategy Game Builder Manager System
skill · ECNU-ICALK/AutoSkillLicence not declaredAudited 14 Oct 2026 · source 04e912cff54b
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.
Cite
Cite this page
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
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
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
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
- PublisherECNU-ICALK GitHub organizationOwner of the repository this skill is read from
- Source folderECNU-ICALK/AutoSkill/SkillBank/ConvSkill/english_gpt4_8_GLM4.7/unity-strategy-game-builder-manager-systemThe exact folder we audited
- LicenceNot declaredAs the repository states it
- Commit pinned for this verdict04e912cff54bA new audit runs when the source changes
- Repository statusNot archivedLast push 157 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
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 UnityExcerpt, 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
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
- ✓SAFE B 89 / 100
first audit · source
04e912cff54b
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Questions about Unity Strategy Game Builder Manager System
What does the Unity Strategy Game Builder Manager System skill do?
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Sources
- github.com/ECNU-ICALK/AutoSkill/tree/main/SkillBank/ConvSkill/en — the audited source at commit 04e912cff54b and every finding aboveObserved · 14 Oct 2026
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- What does the Unity Strategy Game Builder Manager System skill do?
- Is Unity Strategy Game Builder Manager System safe to install?
- What can Unity Strategy Game Builder Manager System access on my machine?