Christopher Mitchell
Community@cmitchellVFS
Head of VFS Game Design and Programming. Works with/getting taught by lots of cool people. Made many games, making many more.
Agent Skills by Christopher Mitchell
Showing 12 vetted skills indexed across 1 GitHub repositories.
coherence-persistence
Implements persistent coherence multiplayer state with time-anchored timers, ID preservation, and fragmented host hand-off.
coherence-sync-field-ordering
Diagnose and fix stale reads when coherence [Sync] setters depend on sibling synced fields.
unity-mcp-orchestrator
Orchestrate Unity Editor automation through MCP tools and resources.
blender-to-unity
Export Blender models via BlenderMCP and import them into Unity scenes through MCP for Unity.
mcp-source
Switch the MCP for Unity package source in Unity project manifests between branches or local checkouts.
coherence-bandwidth-at-scale
Reduces coherence network bandwidth for scenes with hundreds of synced entities.
coherence-retrofit
Adds coherence multiplayer to existing single-player Unity games using proxy patterns.
coherence-nested-prefabs
Detects and synchronizes nested CoherenceSync prefabs using PrefabSyncGroup in coherence.
coherence-rpc-routing
Guides selection of MessageTarget, ordering, and channels for coherence networked commands.
coherence-baking
Automates coherence SDK bake, bindings refresh, and stale-code recovery via Unity MCP.
coherence-animation-networking
Synchronizes Unity Animator triggers, parameters, and layer weights across coherence networked clients.
coherence-authority-handoff
Implements authority request, orphan adoption, and occupancy patterns for shared coherence networked objects.
Frequently Asked Questions About Christopher Mitchell
FAQPage SchemaWhat tasks can I accomplish with cmitchellVFS's skills?▼
You can build and debug coherence multiplayer in Unity: persistent cross-session worlds, authority handoff for shared objects, RPC routing and fragmented payloads, networked animation sync, nested CoherenceSync prefabs, bandwidth scaling for 50+ entities, plus orchestrating the Unity Editor and Blender-to-Unity asset handoff via MCP.
Who are these skills designed for?▼
Unity game developers and technical designers adding or scaling coherence multiplayer — especially those retrofitting single-player games, debugging desync and late-joiner issues, or driving the Unity Editor and coherence bake process through MCP-connected assistants.
How do the Unity MCP and Blender handoff skills work in practice?▼
The unity-mcp-orchestrator skill drives the Unity Editor through MCP for Unity — creating GameObjects, editing scripts, managing scenes, running tests. The blender-to-unity skill exports the current Blender model via BlenderMCP and imports it into the open Unity scene through import_model_file, requiring both MCP connections active.
What prerequisites do these skills require?▼
A Unity project with the coherence SDK installed for networking skills, and MCP for Unity connected for orchestration and baking skills. The Blender handoff additionally requires BlenderMCP connected. The mcp-source skill requires an existing MCP for Unity package installation to switch between main, beta, branch, or local sources.
Can these skills fix intermittent desync and late-joiner bugs?▼
Yes. Dedicated skills cover cross-field [Sync] ordering pitfalls, late-joiner catch-up via time-anchored state and ack patterns, animator triggers and T-pose on remotes, stuck toggle commands via SendOrderedCommand, and authority race conditions with disconnect recovery for shared objects like pickups, doors, and vehicles.