helm

agent
Security Audit
Warn
Health Warn
  • License — License: MIT
  • Description — Repository has a description
  • Active repo — Last push 0 days ago
  • Low visibility — Only 5 GitHub stars
Code Pass
  • Code scan — Scanned 12 files during light audit, no dangerous patterns found
Permissions Pass
  • Permissions — No dangerous permissions requested
Purpose
This tool is an AI agent pipeline that automates Unity 6 game development. It uses a multi-agent system powered by Claude Code to transform a simple text description into a complete, production-ready Unity project with architecture, tests, and scenes.

Security Assessment
Overall Risk: Medium. While a light scan of 12 files found no dangerous patterns or hardcoded secrets, and the tool doesn't request dangerous permissions, its core function relies heavily on AI execution. Because it acts as an orchestration layer for multiple autonomous agents building entire software projects, it inherently executes shell commands, generates code, and modifies your local file system. Users should be cautious about granting CLI tools this level of automated system access without monitoring.

Quality Assessment
The project is very new and currently has extremely low community visibility with only 5 GitHub stars, meaning it has not been widely peer-reviewed. However, it is actively maintained (last updated today) and uses a standard MIT license. The README is highly detailed, indicating strong initial developer effort and clear documentation regarding the pipeline, hooks, and operational workflow.

Verdict
Use with caution — the tool appears safe from a malicious code standpoint but carries the standard risks associated with running highly autonomous AI agents on your local machine.
SUMMARY

Automated Unity game development pipeline. Describe a game, get a production ready Unity Project. Powered by Claude Code

README.md

Helm

Helm

Automated Unity 6 game development pipeline powered by Claude Code.
Describe a game idea. Get a full Unity project — architecture, code, tests, and scenes.

Stars License Build Unity 6 Claude Code

Quick StartPipelineSkillsHooksGUIContributing


Dashboard

What Is This?

Helm is an AI agent system that turns a one-sentence game idea into a complete Unity 6 project. It coordinates 5 specialized agents through a 6-stage pipeline, enforcing production-grade architecture with 12 automated hooks and drawing on 40+ domain-specific skills.

No GUI required — the pipeline runs entirely in Claude Code CLI. The optional desktop app (Tauri + Svelte) provides a visual dashboard for monitoring agent orchestration.

"A match-3 puzzle game with cascading combos and power-ups"

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        v

/game-idea    ->  Game Design Document (GDD)
/architect    ->  Technical Design Document (TDD) with full architecture
/plan-workflow ->  Phased execution plan optimized for parallel agents
/init-project ->  Game-specific CLAUDE.md for the Unity project
/orchestrate  ->  5 agents build it: code, tests, review, scenes, commits
/build-game   ->  Runs the entire pipeline end-to-end

Why This Exists

Most AI coding tools generate code. Helm generates entire projects with enforced architecture:

  • Domain-specific enforcement — 11 hooks that BLOCK bad Unity patterns before they're written. Editing a .prefab directly? Blocked. Missing [FormerlySerializedAs]? Warned. LINQ in Update()? Caught.

  • 40 contextual skills — Not generic code generation. Skills like serialization-safety, object-pooling, character-controller, and match3 inject Unity-specific knowledge exactly when agents need it.

  • Multi-agent orchestration — Five specialized agents (Coder, Tester, Reviewer, Unity Setup, Committer) working in parallel with real-time mailbox communication, heartbeat monitoring, and context checkpoints.

  • Smart model routing — Complexity-aware model selection: Haiku for boilerplate, Sonnet for implementation, Opus for architecture review. XL-complexity tasks auto-promote to Opus.

  • Production architecture from day one — Model-View-System pattern, VContainer DI, MessagePipe messaging, UniTask async, zero-allocation hot paths. No singletons, no god objects, no coroutines.

  • Crash-resilient execution — Append-only event journal enables deterministic state recovery. No guessing — /continue replays every transition.

  • Full pipeline, not just code — From a text prompt to GDD, TDD, phased workflow plan, implementation with tests, scene setup, and logical git commits.

Quick Start (CLI)

The pipeline works with just Claude Code CLI — no GUI needed.

Option 1: Copy to existing project

# Copy the pipeline config into your Unity project
git clone https://github.com/XeldarAlz/helm.git /tmp/helm
cp -r /tmp/helm/.claude/ /path/to/your/unity/project/.claude/

# Navigate to your Unity project and start Claude Code
cd /path/to/your/unity/project
claude

# Run the full pipeline
> /build-game

Option 2: Installer script

curl -fsSL https://raw.githubusercontent.com/XeldarAlz/helm/main/scripts/install-pipeline.sh | bash -s /path/to/your/unity/project

Option 3: Step by step

cd /path/to/your/unity/project
claude

# Stage 1: Describe your game idea interactively
> /game-idea

# Stage 2: Generate technical architecture
> /architect

# Stage 3: Create phased execution plan
> /plan-workflow

# Stage 4: Generate game-specific CLAUDE.md
> /init-project

# Stage 5: Let agents build it
> /orchestrate

Prerequisites: Claude Code CLI installed and authenticated. Unity 6 project initialized.

Pipeline

Commands

Command Stage What It Does
/game-idea 1 Interactive session to create a Game Design Document
/architect 2 Generates Technical Design Document with full architecture
/plan-workflow 3 Creates phased execution plan optimized for parallel agents
/init-project 4 Generates game-specific CLAUDE.md at Unity project root
/orchestrate 5 Multi-agent orchestrator that executes the plan
/build-game * Runs the entire pipeline end-to-end

Additional Commands

Command Purpose
/status Check current pipeline progress
/continue Continue interrupted orchestration from last checkpoint
/stop Gracefully pause orchestration, preserving state
/dry-run Preview what the orchestrator would do without executing
/review-code Manual code review on specific files
/add-feature Add a feature to an existing game (updates GDD, TDD, WORKFLOW)
/validate Validate a completed phase before proceeding
/refine-gdd Iterate on an existing Game Design Document
/refine-tdd Iterate on an existing Technical Design Document
/catch-up Generate human-readable codebase comprehension guide
/benchmark Run agent benchmarks to regression-test prompt/template changes
/learn Extract reusable project-specific patterns into learned skills

Agents

Five specialized agents collaborate during orchestration:

Agent Role Key Responsibility
Coder Implementation Pure C# systems, models, and views following MVS pattern
Tester Quality NUnit tests for every logic system, AAA pattern
Reviewer QA Gate Architecture compliance, Unity compilation verification
Unity Setup Scene Assembly Scene/prefab/asset setup via Unity MCP tools
Committer Version Control Splits changes into logical commits by system

Agent Communication & Resilience

Agents don't run in isolation — they report progress and survive failures:

Mechanism Location Purpose
Mailbox .claude/mailbox/{id}.jsonl Append-only progress updates, partial results, blockers
Heartbeat .claude/heartbeat/{id}.json Overwritten timestamp — detects stalls (>10min warn, >20min replace)
Checkpoint .claude/checkpoint/{id}.md Periodic state save — survives context compaction and restarts
Event Journal docs/EVENTS.jsonl Append-only log of every state transition — /continue replays it

When an agent crashes, the orchestrator checks its checkpoint and restarts with "Previous Progress" context — no work is lost.

Model Routing

The orchestrator selects model tiers based on agent type and task complexity (S/M/L/XL from WORKFLOW.md):

Agent Type S (simple) M (moderate) L (complex) XL (critical)
Coder haiku sonnet sonnet opus
Tester haiku sonnet sonnet opus
Reviewer opus opus opus opus
Unity Setup sonnet sonnet sonnet opus
Committer sonnet sonnet sonnet sonnet

This cuts cost on boilerplate (haiku is ~10x cheaper) and ensures quality on complex tasks (opus for XL).

Task Affinity

The orchestrator tracks which files each agent has worked on and prefers re-assigning related tasks to the same agent. An agent that built WalletSystem.cs gets priority for WalletSystemTests.cs. Scoring: exact file match = 1.0 points, same directory = 0.3 points. Session-scoped, soft hint only.

Generated Documents

All pipeline outputs are saved to docs/:

Document Content
GDD.md Game Design Document — mechanics, progression, art direction
TDD.md Technical Design Document — architecture, systems, data flow
WORKFLOW.md Phased execution plan with tasks and dependencies
PROGRESS.md Real-time orchestration progress tracking
ACTIVITY_LOG.md Auto-generated file activity log (populated by hooks)
EVENTS.jsonl Append-only event journal — source of truth for state recovery

Skills

40+ domain-specific knowledge modules auto-loaded by agents based on file patterns:

Core (Always Active)

Skill What It Provides
serialization-safety [FormerlySerializedAs] rules, Unity null checks, polymorphic serialization
event-systems C# events, UnityEvent, SO channels, zero-alloc patterns
scriptable-objects Data containers, event channels, variable references, runtime sets
assembly-definitions Compilation speed, dependency direction, platform filters
unity-mcp-patterns MCP tool selection, batch execution, scene templates
object-pooling ObjectPool<T>, warm-up patterns, return lifecycle

Systems (Loaded by Context)

Skill Trigger
input-system Input actions, rebinding, multi-device
urp-pipeline Render pipeline config, custom passes
addressables Async asset loading, handle lifecycle
cinemachine Virtual cameras, blending, impulse
animation Animator controllers, blend trees, state behaviors
audio AudioMixer, SFX pooling, spatial audio
physics Non-allocating queries, layers, CCD
navmesh Pathfinding, agents, obstacles
ui-toolkit UXML, USS styling, data binding
shader-graph Visual shaders, custom functions, sub-graphs

Gameplay

Skill Patterns
character-controller 2D/3D controllers, coyote time, wall jump, slopes
inventory-system Slot-based inventory, equipment, crafting, drag-and-drop
dialogue-system SO-based dialogue trees, typewriter, conditions
save-system Save slots, versioned migration, encryption
state-machine Generic FSM, hierarchical states, transitions
procedural-generation Noise terrain, BSP dungeons, WFC, Poisson sampling

Genre

Skill Focus
match3 Grid mechanics, cascades, special pieces
platformer-2d Tight controls, level design, challenge progression
topdown Camera, area transitions, NPC interaction
rpg Combat, quests, skill trees, party systems
endless-runner Procedural chunks, difficulty ramping
idle-clicker Prestige, offline progress, big numbers
hyper-casual Session pacing, tap mechanics
puzzle Constraint solving, hint systems
tower-defense Placement grids, wave spawning, tower upgrades
roguelike Procedural dungeons, permadeath, meta-progression
card-game Deck building, hand management, effect resolution
racing Vehicle physics, drift mechanics, AI opponents

Third-Party

dotweenunitaskvcontainertextmeshproodin-inspector

Platform

mobile — Touch input, battery optimization, performance budgets

Learned (Project-Specific)

The /learn command extracts reusable patterns from completed implementations and saves them as project-scoped skills in .claude/skills/learned/. These grow over time — the more you build, the smarter the agents get on your specific project. Max 20 skills, confidence-tracked, user-curated.

Hooks

12 automated validation hooks enforce Unity best practices on every file write:

Blocking Hooks (PreToolUse)

These prevent bad patterns before they're written:

Hook What It Blocks
block-scene-edit Direct text editing of .unity, .prefab, .asset files — use Unity MCP instead
guard-editor-runtime UnityEditor namespace in runtime code without #if UNITY_EDITOR guard

Validation Hooks (PostToolUse)

These warn about issues after writes:

Hook What It Catches
check-pure-csharp using UnityEngine in Logic/Core/Systems directories
check-naming-conventions Non-PascalCase types, non-standard field naming
check-no-linq-hotpath System.Linq in files with Update/FixedUpdate/LateUpdate
check-no-runtime-instantiate Instantiate(), new GameObject(), Destroy() outside pools
check-test-exists Logic class without corresponding test file
check-compile Unbalanced braces, missing namespace/type declarations
warn-serialization [SerializeField] renamed without [FormerlySerializedAs]
warn-filename C# filename not matching class name (breaks MonoBehaviour)
update-progress (silent) Logs all file activity to docs/ACTIVITY_LOG.md
checkpoint-nudge Reminds agents to save checkpoint after 8+ writes without one

Benchmarks

Standardized test suite for regression-testing agent templates, skills, and model routing. Run /benchmark to score agents against known tasks.

Category Tests What It Measures
pure-logic Inventory system implementation Core C# quality, interface compliance
hot-path-perf Zero-allocation update loop Performance constraint adherence
test-writing Score system unit tests Test coverage, structure, naming
review-accuracy Deliberate bug detection Reviewer catch rate on planted violations
interface-design Type-safe event bus Architecture quality, SOLID compliance

Each benchmark includes: task definition, input files, required patterns, forbidden patterns, and a 1-5 qualitative rubric. Results accumulate in benchmarks/RESULTS.md for trend tracking across prompt changes.

Architecture Rules

The pipeline enforces these architectural constraints across all generated code:

Rule Enforcement
Pure C# logic Game logic in plain C# classes, NOT MonoBehaviours. MonoBehaviours are thin wrappers.
Model-View-System Models (data), Views (MonoBehaviour rendering), Systems (plain C# logic via VContainer)
VContainer DI No singletons, no FindObjectOfType, no static access. Constructor injection only.
MessagePipe Cross-system communication via readonly struct messages. No SO events, no static EventBus.
UniTask All async via UniTask. No coroutines, no IEnumerator, no yield return.
Zero-alloc hot paths No new, boxing, LINQ, or string ops in Update/FixedUpdate/LateUpdate.
Mandatory tests Every logic system has NUnit tests. No exceptions.
Serialization safety [FormerlySerializedAs] on any renamed field. Unity == null, never ?. on UnityEngine.Object.
No runtime instantiation Prefabs + object pools. No new GameObject() or Instantiate() in gameplay code.
ScriptableObjects All static/config data as ScriptableObject assets.

See .claude/rules/ for full documentation with code examples.

Helm GUI

The optional desktop app provides a visual control center for the pipeline:

Feature Description
Chat Sessions Interactive Claude Code conversations with markdown rendering
Orchestration Dashboard Monitor and control multi-agent execution in real time
Document Viewer Browse generated GDDs, TDDs, and workflow plans
Code Browser Explore generated Unity project files
Git Timeline Visual history of all pipeline commits
Session History Resume previous conversations and pipelines

Orchestration Dashboard

Orchestration Dashboard

Chat Sessions

Chat Session

Document Viewer

Document Viewer

Code Browser

Code Browser

Running the GUI

# Install dependencies
npm install

# Development mode
npm run dev

# Build for macOS
npm run build:macos

Tech Stack

Layer Technology
Desktop Tauri 2 (Rust)
Frontend Svelte 5 + TypeScript
Styling Tailwind CSS 4
Animations Motion
AI Backend Claude Code CLI
Target Engine Unity 6

Examples

See examples/ for sample pipeline outputs showing what gets generated at each stage.

Contributing

Contributions are welcome — especially new skills and genre templates. Adding a skill takes about 30 minutes.

See CONTRIBUTING.md for guides on adding skills, genres, hooks, commands, and more.

License

MIT

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