1What it does
Production-ready rule packs for Unity 6.2+ projects that solve a
specific two-agent problem: keeping Cursor and Google Antigravity
under one policy without maintaining two divergent files. Rules are
authored once in Cursor's .mdc format under .cursor/rules/, and a
bundled Python script (sync_rules.py) converts them into
Antigravity's .agent/rules/ markdown — the repo's own CI runs the
conversion, so the Antigravity tree is a generated artifact rather
than a second hand-maintained copy. The rules themselves are
Unity-specific: engine-version constraints, component and scene
conventions, C# patterns that fit Unity's lifecycle (SerializeField
over public fields, coroutine discipline, avoiding per-frame
allocations), and the project-structure expectations a Unity codebase
carries. It is one of the few domain-specific packs in the ecosystem
— written for a stack, not for agents in general.
2When to use it
Reach for it on any Unity project where an agent writes or reviews C# — the rules encode engine conventions a general-purpose pack never mentions (MonoBehaviour lifecycle, ScriptableObject usage, the edit-time vs play-time boundary). The sync workflow makes it the natural pick for teams split between Cursor and Antigravity users: one PR updates both agents. Skip it on non-Unity work entirely — the rules are domain-specific by design and would constrain a web or CLI project wrongly. It also fits if you simply want a reference for what a domain-tuned rules file looks like, even if you end up writing your own.
3How to get started
The README offers two install paths. For a pure Antigravity setup,
copy the .agent/ folder into your Unity project root — the agent
discovers .agent/rules/*.md automatically. For the dual-agent
setup, clone the whole repo structure, author or edit rules under
.cursor/rules/ in .mdc format, and run sync_rules.py to
regenerate .agent/rules/ — committing both trees keeps the pair in
lockstep through code review. Requirements: Unity 6.2+, .NET SDK for
C# work, and either IDE. The repo includes .vscode/settings.json
defaults worth checking alongside the rules.
4Configuration
Configuration is the source-format choice: if you adopt the sync
workflow, never edit .agent/rules/ directly — edit .mdc sources
and regenerate, or the trees drift. sync_rules.py is the single
point where format assumptions live; if your team keeps rules in a
different structure, that script is the thing to fork. The pack
assumes a conventional Unity folder layout (Assets/, Packages/,
ProjectSettings/) — monorepo or package-based Unity projects should
scope the rules to the Unity root rather than the repository root.
Rule triggers follow each tool's own frontmatter conventions post-
conversion; check a generated file once to confirm the metadata
survived translation the way your project expects.
5Things to know
- The
.agent/rulesoutput is generated — treat it like a build artifact: review diffs on regeneration, but fix problems in the.mdcsource. - Small but focused: at ~37 stars it is a niche pack, which for domain rules is a feature — the conventions are real Unity practice, not diluted generalities.
- Unity-version pinning (6.2+) matters: API surface the rules assume may not exist on older Unity releases — check the version note before applying to an LTS project.
- The repo doubles as a worked example of single-source multi-agent
policy — the same sync pattern ports to any agent pair that reads
different rule formats. - The
.mdc-to-markdown conversion preserves intent, not formatting nuances — read one generated.agent/rulesfile end-to-end before trusting the sync on a large team. - The
.mdcsource format means Cursor users get rule descriptions and globs for free, while Antigravity receives the equivalent always-on markdown — the sync script is where any semantic gap between the two formats would surface. - The pack is a good template for any two-tool team — even outside Unity, the authored-once/sync-twice pattern is the maintainable answer when two agents read different rule formats.
6Related on the map
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Antigravity-OS
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2,600+ skills behind a local control plane