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uw-unity-project-setup

Full project initialization wizard from ProjectConfig, including folders, packages, Git, and MCP setup. Use when setting up a new Unity project from scratch, creating the folder structure, or bootstrapping infrastructure. Triggers on requests like "set up a new project", "create folder structure", "initialize the project", or "/uw-cmd-setup-project". Reads ProjectConfig.yaml for all decisions.

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연동 도구Unity
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Unity Project Setup

Orchestrate complete project initialization from ProjectConfig.yaml.

Before You Start

  1. Ensure docs/ProjectConfig.yaml is filled out.
  2. Unity project must be created and open in Editor.
  3. Check which MCP servers are available (Unity MCP for in-editor operations, GitHub for version control).

Steps (in order)

1. Verify ProjectConfig

Confirm Unity version, packages, folder strategy, networking choice.

Required fields — warn the user if any are missing or empty:

  • project_name
  • unity_version
  • render_pipeline
  • scripting_backend
  • folder_strategy

2. Create Folder Structure

Based on folder_strategy, create Assets/_Project/ with standard subfolders:

  • Core/Scripts/ + Core.asmdef
  • Core/Tests/EditMode/ + Core.Tests.EditMode.asmdef (so the test runner skill has a test assembly from day one)
  • Features/ or Scripts/ (depending on strategy)
  • Art/, Audio/, UI/, Prefabs/, Scenes/, Tests/

3. Install Packages

From ProjectConfig.yaml → packages, install via Unity MCP manage_packages if available.

Manual fallback (no MCP): Write an editor script (Editor/Setup/PackageInstaller.cs) using UnityEditor.PackageManager.Client.Add() to install packages programmatically. The user runs it once from the Unity menu, then it can be deleted.

4. Generate Core Utilities

  • GameDebug.cs via uw-unity-debugging skill
  • Add ENABLE_LOGS define for Development builds

5. Git Setup

  • Create .gitignore (Unity template)
  • Create develop branch
  • Initial commit
  • Use GitHub MCP if available, otherwise git CLI

6. Configure Editor

Via Unity MCP if available:

  • Render pipeline, color space (Linear), scripting backend (IL2CPP)

Manual fallback (no MCP): Write an editor script (Editor/Setup/ProjectConfigurator.cs) using PlayerSettings and GraphicsSettings APIs to set render pipeline, color space, scripting backend, and target platforms. Menu item under Tools > Project Setup > Apply Settings.

7. Documentation Setup

  • Copy template files from templates/ → docs/
  • Ensure GDD, TDD, GFD, PRD, SprintPlan are ready to be filled
  • If ProjectConfig.yaml → prompt_logging: true, create docs/PromptLog.md

8. Report MCP Status

✅ Unity MCP — Connected
✅ GitHub MCP — Connected
⬜ Linear MCP — Not configured

Conditional Setup

After core setup, check ProjectConfig for features that need additional skill guidance:

ProjectConfig FieldConditionAction
architecture_patterndi-firstReference uw-dependency-injection skill for Reflex container setup
networkingnot noneReference uw-network-setup skill for networking boilerplate
feel_toolsany non-none valueReference uw-game-feel-integrator skill for middleware integration
ui_systemUIToolkit or MixedReference uw-ui-toolkit-binder skill for data binding setup

Mention these as next steps — don't execute them during project setup.

Asset Loading Strategy

ApproachWhen to Use
Direct referencesPrefabs/SOs referenced in Inspector — always loads with scene
Resources/Small-scale or early development. Loads synchronously. Everything in Resources/ ships in build.
AddressablesProduction default. Async loading, memory management, optional remote hosting. Install com.unity.addressables.
AssetBundlesAdvanced/custom CDN pipelines. Addressables wraps this — prefer Addressables unless you need low-level control.

For persistent data: encrypt PlayerPrefs values at minimum. For production, prefer server-side storage with authentication.

Rules

  • Never create folders inside Assets/ without _Project/ prefix.
  • Use uw-unity-feature-scaffold for feature modules.
  • Use Resources/ sparingly — prefer Addressables for production.

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