In this demo, we walk through multiple real-world use cases - from managing localization in a DOS-to-Unity port to building new monsters, refactoring messy classes, and generating procedural quests.
In this demo, we walk through multiple real-world use cases - from managing localization in a DOS-to-Unity port to building new monsters, refactoring messy classes, and generating procedural quests. Key Highlights: Case 1: Localization & UPM Packages Explore how CodeMaestro analyzes Addressables and Unity Localization Packages in an extensive open-source project. Case 2: Monitoring a Modding System Learn how reflection-based analysis helps handle DLL-based mods without legal complications. Case 3: Refactoring EnemyEntity Watch CodeMaestro identify dependency issues and propose a step-by-step refactoring plan. Case 4: Custom Factions & Quests See how CodeMaestro integrates bug fixes and new features into the quest system. Case 5: Procedural Quest Generation Understand how to trigger quests automatically when players enter new areas. Case 6: Creating a New Monster Discover how CodeMaestro examines prefabs and suggests the right components and scripts for entirely new entities. By addressing unique architectural constraints, like DOS ports, multiple modules, and DLL-based mods - Code Maestro offers tailored action plans and even generates complete code. This streamlined approach drastically reduces development time, letting you focus on creating great gameplay experiences.