← UnityCONTENT HISTORYWHAT CHANGED · RULE-BASED ANALYSIS
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Snapshot Sep 30, 2026 · 23:16 UTC · version 0.1.6-beta
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{
"description": "Use when starting a brand-new Unity game or project from scratch — \"make/start/create a new game\", \"bootstrap a Unity project\", \"I want to build a [genre] game\", \"scaffold/prototype a game\", game jam, greenfield, blank project, project setup. A guided flow that gathers the concept, target platforms, and monetization, installs the Editor in the background while it asks, then creates the project and source control and installs packages — delegating the mechanics to the unity-cli and unity-package-management skills and handing off monetization to the dedicated skills. Does not scaffold gameplay code.",
"included_files": [],
"name": "new-unity-project",
"skill_md_contents": "---\nname: new-unity-project\ndescription: Use when starting a brand-new Unity game or project from scratch — \"make/start/create a new game\", \"bootstrap a Unity project\", \"I want to build a [genre] game\", \"scaffold/prototype a game\", game jam, greenfield, blank project, project setup. A guided flow that gathers the concept, target platforms, and monetization, installs the Editor in the background while it asks, then creates the project and source control and installs packages — delegating the mechanics to the unity-cli and unity-package-management skills and handing off monetization to the dedicated skills. Does not scaffold gameplay code.\nallowed-tools:\n - Bash\n - Read\n - Write\n - Edit\n - AskUserQuestion\n---\n\n# New Unity Project\n\nA guided flow from an idea to a running, version-controlled Unity project. This skill owns the\n**flow** — the questions, their ordering, running slow installs in the background while you ask,\nand the handoffs. It deliberately does **not** re-document commands; it delegates the mechanics\nto other skills.\n\n**Delegates to (read these for the actual commands — don't reinvent them):**\n- **`unity-cli`** — CLI install, auth/license, Editor install, project creation, source control,\n opening the project. Its \"Bootstrap a new project from scratch\" workflow is the backbone here.\n- **`unity-package-management`** — installing packages via the C# PackageManager Client API, and\n choosing packages by genre / platform / monetization.\n- **`implement-in-app-purchases`**, **`levelplay-unity-integration`**, **`build-live-game`** —\n monetization / backend *integration* (invoked at the end).\n\n**Work one step at a time.** Ask only the current step's questions and wait for the user before\nmoving on — platform and monetization answers change what you install, so don't gather everything\nup front or scaffold before they're settled.\n\n## The flow — and where the parallelism is\n\n1. **Concept** — what they're building.\n2. **Platforms & monetization** — then, as soon as platforms are known, **kick off the Editor\n install in the background** (it takes minutes) and keep talking.\n3. **(joins)** Editor + platform modules finish installing.\n4. **Project + source control** — create from a matching template; init git.\n5. **Packages** — install via the C# Client API.\n6. **Save & first commit.**\n7. **Hand off** monetization / backend.\n\nThe whole point of a guided flow over a raw recipe: the multi-minute Editor install overlaps the\nminutes the user spends answering concept questions, so setup feels instant.\n\n## Step 1 — Concept\n\nUse `AskUserQuestion` so the user can pick fast, but let them answer freely too. Cover:\n\n- **Genre / core loop** — platformer, top-down shooter, puzzle, idle, RPG, racing, card, tower\n defense, sim, hyper-casual, first-person, etc.\n- **Dimension & look** — 2D or 3D; art style (pixel, low-poly, stylized, realistic, UI-only).\n- **Gameplay** — the one-sentence \"what the player does moment to moment.\"\n- **Scope** — single-screen prototype vs. multi-scene game; single-player or multiplayer.\n\nAlso settle on a **project name**. Write a 2–4 line **project brief**, read it back to confirm.\nThe brief drives template choice (Step 4) and packages (Step 5).\n\n## Step 2 — Platforms & monetization, then start installing\n\nTwo decisions, because both change what you install:\n\n- **Target platforms** (multi-select): Desktop (Win/macOS/Linux), Mobile (iOS/Android), WebGL,\n Console. These map to Editor **modules** (Step 3) and argue for leaner packages on mobile/WebGL.\n- **Monetization**: none / premium / in-app purchases / ads / mix. This only decides which\n handoff skill you invoke in Step 7 — don't integrate it now.\n\nConfirm the Editor version to use (**default: latest LTS** — see `unity-cli` for the LTS vs. Tech\nvs. beta trade-off). Ask this *now*, before kicking off the install, so you don't install the\nwrong one.\n\nThen confirm prerequisites and **launch the Editor install as a background task** so it runs while\nyou continue. See the `unity-cli` skill for exact syntax, module names per platform, and auth /\nlicense setup:\n\n```bash\nunity --version\nunity auth status --format json # if signed out: unity auth login\nunity license status --format json # if none active: unity license activate\n\n# Start in the BACKGROUND, then go straight back to the conversation. Module names per platform\n# (android / ios / webgl / …) are in the unity-cli skill.\nunity install lts --module <platform-modules> --yes --accept-eula\n```\n\nRun that install as a **background task** (don't block on it). If you have nothing left to ask,\nit's fine to just wait — the parallelism only helps when there's a conversation to overlap.\n\n## Step 3 — Join: Editor ready\n\nBefore creating the project, confirm the background install finished:\n\n```bash\nunity editors --installed --format json\n```\n\nIf it failed, surface the error (see `unity-cli` troubleshooting) and stop — nothing downstream\nworks without an Editor.\n\n## Step 4 — Create the project + source control\n\nFollow the **`unity-cli`** \"Bootstrap a new project from scratch\" workflow verbatim:\n\n- List the **real** template ids the Editor offers (`unity templates list`) and pick one matching\n 2D/3D and render pipeline from the brief — don't guess ids.\n- Create with `unity projects create \"<Name>\" --path <dir> --editor-version <v> --template <id>`.\n- Set up source control — **ask the user which they want**, don't assume: Git (GitHub / GitLab;\n add `--git-lfs` for asset-heavy games) or **Unity Version Control** (`--vcs uvcs`, which handles\n large binary assets natively — no LFS), or a purely local `git init` + Unity `.gitignore`.\n Publish in one step with `unity projects create --vcs … --git-token-stdin --no-initial-commit`\n (tokens on stdin). Pass **`--no-initial-commit`** so the CLI doesn't commit the bare project\n before packages and `.meta` files exist — you make the real first commit/check-in in Step 6.\n See the `unity-cli` workflow for exact flags.\n\n## Step 5 — Packages\n\nMap the brief to a concrete package list and install it via the **`unity-package-management`**\nskill (C# PackageManager Client API — **never** hand-edit `manifest.json`). Read that skill for\nthe genre/platform/monetization → package mapping, the installer script, and the `-quit` gotcha.\nRead the final list back to the user before installing; verify `manifest.json` afterward.\n\n## Step 6 — Save & first commit\n\nOpen the project once so Unity imports the assets and generates every `.meta` file, then make\nthe first commit **with whichever VCS you set up in Step 4**:\n\n```bash\nunity open \"<project-path>\" # imports + generates .meta; for headless/CI use the\n # \"Import & save headlessly\" method in unity-package-management\n```\n\n- **Git (GitHub / GitLab / local):**\n ```bash\n cd \"<project-path>\"\n git add -A\n git status # Library/ Temp/ obj/ Build/ must NOT be staged\n git commit -m \"Initial Unity project: <Name>\"\n ```\n Every `.cs`/asset must be committed together with its `.meta`.\n- **Unity Version Control (UVCS):** check in through your UVCS client/workspace (created during\n Step 4) — there's no `git` step. Generated folders are still excluded by the ignore rules.\n\nIf you published via `--vcs` in Step 4 **without** `--no-initial-commit`, the CLI already made an\ninitial commit of the bare project — add a follow-up commit here rather than double-committing.\n\n## Step 7 — Hand off\n\nBased on Step 2 monetization, invoke the matching skill for the actual integration:\n- IAP → **implement-in-app-purchases**\n- Ads → **levelplay-unity-integration**\n- Accounts / cloud save / economy / remote config / leaderboards → **build-live-game**\n\nReport the project path, Editor version, installed packages, and next steps.\n\n## Scope — what this skill does NOT do\n\n- **No gameplay scaffolding.** It gets you to a running, empty-but-wired project; building the\n actual game (scenes, controllers, art) is the next conversation — iterate there with the Editor\n via the `unity-cli` MCP server and the Package Manager. Generic genre skeletons tend to produce\n throwaway mocked primitives, so this skill intentionally stops at a clean starting point.\n- **No command reference.** Syntax lives in `unity-cli` / `unity-package-management`.\n\n## Checklist\n\n- [ ] Concept brief captured and confirmed (genre, look, gameplay, scope, name)\n- [ ] Platforms + monetization recorded; Editor version chosen\n- [ ] Editor + platform modules installed (started in the background during Step 2)\n- [ ] Project created from a matching template; git initialized with a Unity `.gitignore`\n- [ ] Packages installed via the C# Client API; `manifest.json` verified\n- [ ] Project opened/saved so `.meta` files exist; first commit made; `Library/` excluded\n- [ ] Handed off to the monetization/backend skill if applicable\n\n## Common mistakes\n\n- **Blocking on the Editor install** instead of backgrounding it while you ask questions.\n- **Installing the wrong Editor** because the version wasn't confirmed before the background install.\n- **Gathering all questions up front** — platform/monetization answers change the modules and packages.\n- **Hand-editing `manifest.json`** instead of using the Client API (see `unity-package-management`).\n- **Committing `Library/`/`Temp/`/`obj/`/`Build/`**, or scripts without their `.meta` files.\n- **Missing Editor modules** — a mobile target needs `android`/`ios`; WebGL needs `webgl`.\n"
}SHA-256 of public snapshot: d06079160c9d6fb2a54126c5db0a3c8f17db921f775e0ff01dd6c25c3e84fb5f