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Zero Day Dev

  • Updated January 23, 2026
  • jwmyers/vui-vux-plugins

zero-day-dev is a Claude Code skill for ai & agent building. It helps developers move faster with AI-assisted coding.

Key points

  • zero-day-dev
  • AI & Agent Building
  • AI-coding skill

Zero Day Dev by the numbers

  • Data as of Jul 7, 2026 (Skillselion catalog sync)
/plugin marketplace add jwmyers/vui-vux-plugins
/plugin install zero-day-dev@vui-vux

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Listed on Skillselion
Last updatedJanuary 23, 2026
Repositoryjwmyers/vui-vux-plugins

What it does

Helps with ai & agent building tasks.

README.md

zero-day-dev Plugin

Comprehensive Unity game development assistant for Zero-Day Attack targeting Board hardware.

Version

0.3.0

Overview

This plugin provides specialized agents, skills, and commands for developing the Zero-Day Attack Unity game for Board hardware. It integrates with Unity MCP for direct Unity Editor interaction.

Components

Agents (9)

Agent Purpose
project-producer Workflow orchestration, documentation maintenance
game-designer Game rules, mechanics, player experience
scene-builder Unity scene hierarchy, GameObjects, prefabs
ui-ux-developer Layout, sizing, visual feedback
input-developer Board SDK, touch input, piece detection
code-architect Code structure, patterns, namespaces
test-engineer Writing and running tests
deployment-specialist Building APK, deploying to Board
mcp-advisor MCP tool advice, troubleshooting

Skills (9)

Skill Domain
zero-day-rules Game mechanics, phases, scoring
project-architecture Namespaces, singletons, layers
board-sdk Touch input, pieces, contacts
layout-sizing Screen dimensions, coordinates, SVG imports
visual-style-guide Colors, rendering order
unity-mcp-tools MCP tool usage and best practices
unity-testing EditMode/PlayMode tests
agent-coordination Multi-agent workflows and orchestration
documentation Doc conventions and maintenance

Commands (11)

Command Description
/start-planning Orchestrated multi-agent task planning
/build-apk Build APK for Board hardware
/deploy-apk Deploy to Board via bdb
/run-unity-test Run Unity tests via MCP
/start-unity-mcp Start MCP server
/unity-mcp-reset Reset MCP tools to disabled state
/unity-mcp-enable Enable specific MCP tool groups
/unity-mcp-enable-all Enable all MCP tools at once
/unity-mcp-scene-info Query scene via MCP Resource
/unity-mcp-status Show enabled MCP tool groups
/update-documentation Update project documentation

Prerequisites

  • Unity 6 with Board SDK
  • Unity MCP configured and running
  • Board Developer Bridge (bdb) for deployment

Setup

  1. Plugin components are in agents/, commands/, and skills/ directories
  2. Start MCP server: start-mcp-server.bat
  3. Open Unity Editor
  4. In Claude Code, run /mcp to verify connection

Usage

Starting Development

/start-unity-mcp     # Start the MCP server

Planning Complex Tasks

/start-planning [task]  # Multi-agent orchestrated planning

Building and Deploying

/build-apk           # Build APK
/deploy-apk          # Deploy to Board

Testing

/run-unity-test             # Run EditMode tests
/run-unity-test PlayMode    # Run PlayMode tests

Documentation

/update-documentation       # Update docs after changes

MCP Tool Management

/unity-mcp-status     # Check which tools are enabled
/unity-mcp-enable scene-read gameobject  # Enable specific groups
/unity-mcp-enable-all # Enable all tools
/unity-mcp-reset      # Disable all tools
/unity-mcp-scene-info # Query scene (always available)

Agent Triggering

Agents trigger automatically based on context:

  • Discussing game rules → game-designer
  • Creating GameObjects → scene-builder
  • Working on layout → ui-ux-developer
  • Implementing input → input-developer
  • Planning architecture → code-architect
  • Running tests → test-engineer
  • Building/deploying → deployment-specialist
  • MCP troubleshooting → mcp-advisor
  • Workflow coordination → project-producer

Directory Structure

commands/                   # Slash commands
├── build-apk.md
├── deploy-apk.md
├── run-unity-test.md
├── start-planning.md
├── start-unity-mcp.md
├── unity-mcp-enable.md
├── unity-mcp-enable-all.md
├── unity-mcp-reset.md
├── unity-mcp-scene-info.md
├── unity-mcp-status.md
└── update-documentation.md

agents/                     # Specialized agents
├── code-architect.md
├── deployment-specialist.md
├── game-designer.md
├── input-developer.md
├── mcp-advisor.md
├── project-producer.md
├── scene-builder.md
├── test-engineer.md
└── ui-ux-developer.md

skills/                     # Domain knowledge
├── agent-coordination/
├── board-sdk/
├── documentation/
├── layout-sizing/
├── project-architecture/
├── unity-mcp-tools/
├── unity-testing/
├── visual-style-guide/
└── zero-day-rules/

Architecture Notes

Subagent Capabilities

Subagents CAN:

  • Use MCP tools directly when tools are enabled in config
  • Access skills declared in their skills: frontmatter field
  • Use all standard Claude Code tools (Read, Edit, Bash, etc.)

Subagents CANNOT:

  • Execute slash commands (only main orchestrator and user can)
  • Enable/disable MCP tools themselves

MCP Tool Workflow

  1. Main orchestrator enables required tool groups via /unity-mcp-enable [groups]
  2. Main orchestrator spawns subagent with appropriate skills
  3. Subagent uses MCP tools directly to accomplish task
  4. Main orchestrator runs /unity-mcp-reset when MCP work is complete

MCP Resource (Always Available)

The MCP Resource "GameObject from Current Scene by Path" is always enabled and provides read-only scene inspection without requiring tool enablement. Use /unity-mcp-scene-info {path} to query.

Tool Groups (11 total)

Group Purpose
scene-read Inspect scene hierarchy
scene-write Modify scenes
gameobject GameObject operations
component Component operations
script Script operations
prefab Prefab operations
assets Asset management
testing Run Unity tests
editor Full editor control
packages Package management
reflection Advanced operations

See skills/unity-mcp-tools/references/tool-groups.md for complete tool definitions.

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