SciFi Neon Buildings
Unity · 模型
SEE THE NEW 30 MIN AI HANDOFF LIVE DEMO WHERE WE BUILD A BATTLE MAGE CHARACTER CONTROLLER FROM SCRATCH BUILT FOR UNITY 6+ 🤖 NEW: AI HANDOFF This is what elevates Mighty Tasks from a task manager into a true sidekick for agentic game development. Assistant forgets. Cursor forgets. And let’s be honest: two weeks later, you forget which exact prompt built that system too. Without a structured ledger, your next prompt starts from zero, your AI burns half your token limit grepping through messy markdown notes just to reconstruct state, and the “player controller” still lands on the wrong object, in the wrong scene, with the last ten decisions gone. AI Handoff is the surgical memory and the work queue—for both your agent and your own brain. You hand a leaf task to MightyBot. MightyBot builds in the Editor, on the GameObject you bound, against the hierarchy you already planned. You hand visual checks back to a human. The board, the Gantt, and the scene stay in sync because they are the same record. Prompts Bound to Tasks (Not Lost in Chat Logs): Every task now has an AI Handoff canvas. View as a mind map or a text thread. Stop scrolling through 400-message chat histories trying to remember how you prompted a feature last Tuesday. 6 months later, the ledger remembers exactly what was built, why, and the exact prompts that did it—ready to be reused or remixed on your next system. Zero-Waste Context Payloads: Stop feeding your agent bloated Obsidian vaults or endless CLAUDE.md files that chew through your rate limits. AI Handoff delivers deterministic, surgical context payloads (GetContext) containing only the exact task state, Fact Chips, and scene bindings the LLM needs right now. Just say "Handoffs are waiting in Mighty Tasks" into your favorite AI window and watch the magic happen. Supports Unity AI / Assistant, Coplay MCP, and Unity CLI — tested in Cursor, GitHub Copilot, and Claude Code. Your game data stays in the project. This is not a SaaS chatbot. Start For Free: mini TASKS Stop paying SaaS subscriptions for flat kanban boards that fail in production. Before you invest in the full suite, deploy mini TASKS for zero cost. Experience the multi-breakdown task hierarchy on your own project. When your studio scales and you require Gantt dependencies, capacity forecasting, and AI generation, upgrade to Mighty Tasks instantly. Your data migrates perfectly. 👉 [Download the free mini TASKS here] 6️⃣SIX YEARS OF ASSET STORE RELIABILITY Mighty Tasks is the evolution of Task Atlas. We have been building and supporting Unity editor tools for over half a decade. We do not abandon our products. When you buy Mighty Tasks, you are investing in a supported, long-term pipeline. ☑️MIGHTY TASKS: In-Editor Tactical Command Stop paying a monthly tax to keep your project organized. SaaS platforms like Jira, Trello, and Monday are built for generalist project managers, not game developers. They live in a browser; your work lives in the engine. This disconnect creates a "Sync Debt" that rots your schedule the moment production hits high gear. Mighty Tasks is the first and last management system you will ever need. If you have no system, buy this before you sign a single subscription contract. If you already use Jira, use Mighty Tasks as the deep execution layer where the high-level milestones finally meet the actual GameObjects. See full manual online here 🔓Total Data Sovereignty & Zero-Conflict Git You pay once. You own the pipeline forever. Mighty Tasks pays for itself in two months by eliminating SaaS seat licenses, but the real power is the architecture. Mighty Tasks isolates every single ticket into its own discrete JSON file inside your ProjectSettings folder. We do not use monolithic save structures or bloated ScriptableObjects. When a team of five updates the board simultaneously, Git tracks individual file changes. Zero data overlap. Zero catastrophic merge conflicts. Your schedule is version-controlled alongside your C# scripts. Because that data is open text, you can write custom scripts, parse it, and extend the engine exactly how you please. ⛓️ The Core Advantage: Unlimited Multi-Breakdown System (MBS) Flat Kanban boards fail when complexity scales. A single card cannot hold an entire game system. Mighty Tasks abandons flat lists for an infinite hierarchy. Shatter "Implement Combat" into forty atomic, executable steps. Nest sub-tasks infinitely. Parent progress, stages, and timeline spans calculate automatically from the leaf nodes. Your completion math is now deterministic, not speculative. 🤖 NEW: AI Handoff (see the 30 minute live demo above) Mighty Tasks does not rent you a cloud agent, and it does not stand up a SaaS that vacuums your project. Your tickets—and your working prompts—stay in the repo as discrete JSON. You bring the writer: Cursor, Claude Code, or Copilot via Coplay MCP or direct Unity CLI, or Unity AI if you want it in-Editor (that one spends Unity Credits). AI Handoff is the job ticket the agent actually obeys. You bind the leaf to a Scene, Area, or GameObject, attach your Fact Chips to lock in architectural rules, hand the work to MightyBot, and the loop runs against that bind. The agent isn't burning tokens exploring your whole repo to guess which capsule is the player, and you aren't starting from a blank chat. Better yet: because your prompts live inside your task hierarchy instead of a disposable chat window, your task tree becomes a reusable library of working prompts you can rearrange, audit, and deploy across features. That is a sidekick for agentic game development. Not “AI task generation” as a gimmick. (Want it fully air-gapped? The AI Prompt Builder is still there. Capture hierarchy context, paste into a local LLM, drop JSON back. No Mighty Tasks cloud. No subscription tier. AI Handoff is the live loop. Prompt Builder is the offline hatch.) "Using Mighty Tasks, scaffold a task hierarchy for my RPG themed racing game" NEW: Script Tasks Now supporting the common tags in scripts, but with a twist. You can set up custom tags to choose more than just TODO, choose which folders that have scripts you want to monitor, and see a list of all the items. Go right to the line of the script. But the best part? Promote these inline script TODO's to be real Mighty Tasks that can be dragged around the hierarchy and assigned (and even administered right from the task editor by pushing/pulling the script comment). ⚙️Deep Engine Assimilation Web dashboards are blind to your hierarchy. Mighty Tasks is built into the Unity API. Scope tickets directly to a Scene, Area, Prefab, or specific Asset. Save exact SceneView camera angles to every task. Stop deciphering vague bug reports; click the ticket, fly straight to the broken mesh, and fix it. ⚔️Capacity-Aware Kanban Turn creeping scope into a visible hit list. The board automatically calculates studio capacity versus demand based on the specific working hours and available days of your assigned developers. Know if a sprint is mathematically impossible before you commit the team. 🛤️The Gantt Dependency Engine Expose the domino effect. Map the critical path and visualize finish-to-start dependencies inside the editor. Drag bars to reschedule. If you push a dependency too far, the timeline physically prevents you from breaking a blocking task’s dates. This is the "Oracle" view that spots catastrophic schedule conflicts three months early. 🕸️System Topology (Map View) Stop holding the entire game architecture in your head. The interactive spatial node graph lets you wire your logic visually. Map dependencies and connect feature loops before they turn into a tangled, unshipable nightmare. ✖️The Kill Grid (Matrix View) Ruthless triage for the final push. The Matrix plots every leaf task on a Priority vs. Importance scatter plot. Drag a dot to the top right to mark it critical. Separate the game-breaking emergencies from the "nice-to-haves" in seconds. 🎯SceneView Vandalism (Annotations) Draw massive red arrows directly on the render. The built-in screenshot tool lets you circle exactly what is broken in the SceneView and attach the proof to the ticket. Eliminate the "Where is this bug?" conversation forever. 🪖Frictionless Developer Deployment Zero external logins or HR portals. Build lightweight, local profiles to track developer capacity, map their skills, and point them at the fire. 🛡️Total Immunity (7-Day Refund) Test the system in your own trenches. If Mighty Tasks does not instantly untangle your scope creep within seven days, request a refund. We authorize it immediately, even post-download. (Task Atlas users: One-click import for all existing Landmark and Task data. Also, deeply discounted pricing for loyal longterm Task Atlas users now in effect) Plan. Track. Ship. All from the Editor. ❔Reach out at with any questions From the makers of Mighty Asset Deals Package type: 100% C# source (no DLLs). Assembly-definition boxed. Strictly Editor-only. Footprint: 0 KB added to player builds. It is a production tool; it never touches runtime. Performance: Highly optimized UI architecture capable of rendering thousands of tasks simultaneously. Data Storage: Core schedule data writes directly to lightweight JSON files within ProjectSettings/MightyTasks (JSON is one per task to mitigate merge conflicts). Perfectly aligned for Git or Perforce. Caches route cleanly to Library and UserSettings. Tested versions: 6000+ LTS. Platforms: Windows, macOS, Linux. Dependencies: Zero third-party plugins. Zero SaaS accounts. Completely standalone. Licensing: Standard per-seat EULA. Pay once, own forever. The internal user module trusts your studio seat count—no invasive DRM or connection checks.