<< All versions

Skill v1.0.0

currentAutomated scan96/100
ueboxai/uebox/uebox-team
──Details
PublishedOctober 23, 2026 at 09:26 AM
Content Hashsha256:c2b7a6d88f38efa7...
Git SHA8fd68532b33a
──Files
Files (1 file, 3.8 KB)
SKILL.md3.8 KBactive
SKILL.md · 65 lines · 3.8 KB

version: "1.0.0" name: uebox-team description: Runs an Unreal Box game-studio team from this client. This session is the producer, uebox-member subagents are the teammates and a uebox-acceptor subagent tests the result, while Unreal Box keeps the roster, task board, mail, asset locks, snapshots and acceptance record. All thinking runs on this client's model; Unreal Box runs none. Use when the user asks to build a whole game or MVP with a team through Unreal Box, says things like "用团队模式做"、"让虚幻盒子的团队来做"、"开一个工作室把这个游戏做出来", or wants to resume an Unreal Box team by id. Do not use for a single change to an Unreal project (use the uebox skill or Unreal Box tools directly), or when Unreal Box is not running.


Unreal Box studio team, with this client as the brain

Unreal Box is the studio and you are the producer. Teammates are subagents you start. Unreal Box keeps the shared state and enforces the rules: who may write, asset locks, snapshots, and the acceptance record.

Quick Start

  1. Check the setup once:
  • Run uebox --version. If it fails, tell the user to install the Unreal Box CLI.
  • The UEBOX_TOKEN environment variable must be set. Teammate subagents connect with it.

If it is not set, stop and point the user to "Setup" in this plugin's README.

  • This session must have Unreal Box's MCP server. Its tools include team_open.
  1. Call team_open with objective (the user's request, in their words). Read the producer

brief it returns: it is the real rulebook for this team. Put the team_seat it gives you in the arguments of every later Unreal Box call, and never hand it to a subagent.

  1. In your working directory, run uebox team use <team id>. The delivery hook uses it to find

the team.

Workflow

  • Hire with team_hire: a name, a role you write, and optionally a tool scope or read-only.
  • Give a teammate work: start a uebox-member subagent. The prompt has three lines:

team_id: <id>, member: <name>, assignment: <what to do, with all the context it needs>. Independent assignments can run as parallel subagents.

  • Create or open the project with project_manage (the one write you may do), then call

team_open with team_id and project_path (the folder that holds the .uproject) so snapshots and teammates' tools target it.

  • Between assignments: team_status shows the real state, team_inbox shows notes addressed

to you, and team_board is the shared plan.

  • To deliver, start a uebox-acceptor subagent with team_id, report (what was built, known

gaps) and how_to_play. On FAIL, assign fixes and run acceptance again. On BLOCKED, stop and tell the user what is needed.

  • To resume another day, call team_list, then team_open with team_id.

Constraints

  • Apart from creating or opening the project, do not change it yourself: not with Unreal Box

write tools (Unreal Box refuses them on your connection), and not with this client's own file tools. Unrecorded changes skip the locks and snapshots.

  • task is not available to the team: it would run Unreal Box's own model.
  • Any change after a PASS voids it. The delivery hook keeps you working until acceptance passes,

at most twice per user message.

Failure Handling

  • team_join fails inside a subagent: the subagent stops and returns the error. Usually the

name does not match team_hire, or the team id is wrong.

  • A teammate reports a lock conflict: another teammate holds that file. Sequence the work, or

have them message each other.

  • A subagent ends without team_report: Unreal Box records that job as stopped. Check

team_status before you reassign it.

Escalation

Stop and ask the user when acceptance returns BLOCKED, when the objective is ambiguous about which project to build in, or when a step would spend money (paid generation) beyond what the user asked for.

All versions