Compose a new game entity from existing assets: $ARGUMENTS
Process
- •Parse the description — identify the base model, VFX needs, scripts, and behavioral components
- •Search asset database for each component:
- •Models: Search by keyword, try Synty naming patterns (SM_Chr_, SM_Prop_, SM_Env_*)
- •VFX: Search for particle systems, visual effects (FX_, VFX_)
- •Audio: Search for relevant sound effects (SFX_*)
- •Design the composite:
- •Root GameObject with descriptive name
- •Model as child (with proper scale and pivot)
- •VFX attached at logical points (hands, feet, center)
- •Colliders sized to model bounds
- •Required scripts generated or referenced
- •Build via MCP:
- •Create root GameObject
- •Instantiate model as child
- •Add VFX components
- •Add colliders and triggers
- •Generate and attach behavior script
- •Configure component references
- •Save as prefab
- •Screenshot for visual verification
- •Report composition details and usage instructions
Synty Asset Naming Patterns
- •Characters:
SM_Chr_[Name]_[Variant]_01 - •Props:
SM_Prop_[Name]_01 - •Environment:
SM_Env_[Name]_01 - •Weapons:
SM_Wep_[Name]_01 - •Icons:
SM_Icon_[Name]_01 - •Effects:
FX_[Name] - •Materials:
Mat_[Name]