A test skill from an extension
日本語の概要は準備中です。原文の説明を表示しています。
Author and own ONE system's design document (the A–K SYSTEM GDD) at .unikit/gamedesign/systems/SYS-<slug>.md — the depth layer of the GDD, single-system scope. Create the skeleton and walk the collaborative section-cycle to write its parameters, rules, formulas, and acceptance criteria ("detail the combat system", "write the GDD for the inventory system", "fill in the rest of this system doc", "spec out the parameters of X"), AND revise it after approval under the delta discipline ("raise the damage by 10%", "tune the economy", "rework the status system", "nerf X", "change this rule") — a number change is Tuning, a small rule a Tweak, restructuring a Rework; each bumps the version and logs the delta. To add a NEW system or restructure the system map use /unikit-gd-spec; to edit GAME.md content use /unikit-gd-spec; the moment an edit also touches a second system, a content type, a flow, or GAME.md (two or more zones) use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Own one system's design document at
.unikit/gamedesign/systems/SYS-<slug>.md — eleven sections (A–K) plus any
domain section-packs. This skill owns the system zone (gd-principles → Zone
Ownership): the full lifecycle of a SYSTEM.md lives here — create the
skeleton, fill its placeholders, and revise approved content (Tuning /
Tweak / Rework) under the delta discipline. There is no separate editor skill.
It never creates the master spec or the map, and never edits GAME.md content —
that is unikit-gd-spec; player-action flows are unikit-gd-flow's.
BEFORE producing ANY output, silently read .unikit/system/LANGUAGE_RULES.md
and apply it to all output and artifacts (fall back to English if it is missing) —
including the rule to translate concepts, not transliterate jargon.
gd-principles → "Language" adds the game-design specifics: which IDs and stored
field values stay English. Do not announce the language setting.
The language holds for the whole session, not just at load time: every message until the conversation ends is in language.ui — progress notes while agents run, relays of what a subagent returned, the final report, any follow-up discussion. English input (subagent results, tool output, these instructions) is data, never a cue to switch languages.
Silently load — do not narrate:
.unikit/system/gamedesign/gd-principles.md (the core) — the collaborative
protocol, the facts registry / ID conventions, and the language rules. Plus, from
the same gamedesign/ folder, the shards this skill needs: gd-authoring.md
(the section-cycle authoring contract + the delta discipline — the
mandatory Version +1 → changelog → registry-check → recommend-verify tail),
gd-lifecycle.md (the lifecycle & status spine), and gd-provenance.md
(the import provenance markers). This skill applies that contract; it does not
restate the mechanics. If missing, warn (unikit-ai update) and fall back to the
protocol as summarized in this file.
.unikit/gamedesign/GAME.md — pillars, loops, non-goals the system must
serve (its roster is in ## System Map [gen]). If it does not exist, stop —
there is no master spec yet. Read .unikit/gamedesign/concepts/INDEX.md (if it
exists) to route precisely: a drafted/approved concept present → recommend
/unikit-gd-spec (build the master spec from it); no concept — or no
concepts/INDEX.md (or no concepts/ dir) at all → recommend
/unikit-gd-brainstorm first, then /unikit-gd-spec.
.unikit/gamedesign/GD-IDS.yaml — find the target system's entry under
systems. If there is no entry, the system is not on the map: offer to add
it via /unikit-gd-spec (add-system — graft this one system onto the map, not
a remap), or pick an existing not-started system. Do not author an off-map
system.
.unikit/memory/gamedesign/RULES_INDEX.md — load the core domain
rules for this system's behavioural domain, on demand by Load When, plus
any studio library rule on the same topic. Read the domain from the system's
name and Overview (the behaviour it drives), not from the coarse GD-IDS
category. When the behaviour is unambiguous, attach the matching domain
automatically (its section-pack rides along — auto-attached with a veto, see item 6
and Phase 4); when it is ambiguous or the category is coarse (Gameplay / Meta),
settle it with one plain AskUserQuestion — framed as an outcome, no codes — rather
than guessing. A system may match more than one domain; they combine:
| Domain | Core rules to load | Section-pack |
|---|---|---|
| combat / mechanics | balance, frameworks | combat |
| ai-behavior | balance, frameworks | ai-behavior |
| economy / loot | economy, balance | economy |
| progression / unlock | progression, balance | progression |
| level / content | level-design | levels |
| narrative / dialogue | narrative | narrative |
| ui / onboarding | ux-onboarding | ux |
| liveops / events | liveops, economy | liveops |
| persistence | progression | persistence |
| monetization | monetization-ethics, economy | monetization |
| meta / other | frameworks, core-loops | — |
Every system also touches accessibility (section J) — load accessibility
when authoring J. Obey the index's Rule-Loading Discipline: load by Load When,
load a reference only from its parent rule's > **References**:, and never glob the
memory tree (.unikit/memory/gamedesign/**) to discover rules.
.unikit/RULES.md (if present) — project overrides, highest priority. Rule topics: load the topic files listed under its ## Topics whose Load when matches the design work at hand — the concept, system, flow or content type; when unsure, load.
{{skills_dir}}/{{self_name}}/references/section-packs.md — the catalog of
domain section-packs. On an unambiguous domain the matching pack is
auto-attached — announced to the user in one outcome-language phrase (what it
adds for the player / the design, never the word "pack" or a code) that they can
veto; on an ambiguous domain a single plain Yes/No decides it. Never a mandatory
pass after section K, never surfaced as registry jargon. Load the pack named in the
table above (when one applies).
Schema guard (clean break — no automatic migration). GD-IDS.yaml MUST be
version: 2. If it is still version: 1, STOP and report: the design
workspace is on the pre-v2 layout — v2 dropped the standalone markdown
system-index and now renders the roster into GAME.md (## System Map [gen]);
there is no automatic migration. Tell the user to bump GD-IDS.yaml to
version: 2 and fold the legacy system-index rows into GAME.md's
## System Map [gen] before re-running.
One-way boundary: never read .unikit/code/, project source, or build
artifacts. The only external read is SOURCE.md during an import (Phase 1).
Gather the facts the system must stay consistent with (read-only):
GD-IDS.yaml — pillars (implements targets), entities,
formulas, and terms already locked by other systems. These are constraints, not
suggestions.depends_on, rendered in GAME.md ## System Map), read its header and sections
D (Formulas) and F (Dependencies) to match data interfaces.unikit-gd-verify reports for this system, if any
(.unikit/gamedesign/reviews/).GD-IDS/GAME mention an import, or a
researches/import-*/SOURCE.md covers this system, read it: section
content is extracted from it, not regenerated. Mark provenance per
gd-provenance → Provenance: place <!-- provenance: extracted from SOURCE.md -->
under each section lifted from the source and <!-- provenance: generated -->
under each section inferred to complete the skeleton; untagged sections are
normal authored content. Import folders created before dateless naming are named
YYYY-MM-DD_import-<slug>, and no folder was renamed, so the two formats coexist
permanently. The legacy glob researches/*import-*/SOURCE.md subsumes the
current one — a leading * matches zero characters — so one pattern would find
both eras; both are named here for legibility, not necessity, because the coexistence
is a fact a reader should not have to infer from glob semantics. Zero matches is not
a failure: a project with no import is the normal case and the branch stays silent.unikit-gd-explore brief, discover the research deterministically (survives a
/clear): read the system's GD-IDS research: pointer (authoritative), falling
back to the researches/INDEX.md entry whose Target: is this SYS-<slug>. Read
that research's RESEARCH_BRIEF.md → ## New Feature Plan block and use its
section seeds as the starting drafts — a seeded section is drafted
silently in Generation (Phase 4) and confirmed in the group review (Phase 5); a
seed is a draft, not an approved write. For
a revision (Edit), the matching block is ## Improvement Plan — its
ready-to-apply delta lines (<Section>: <old> → <new>), expected scale, touched
facts, and any RF-<date>-n it closes pre-fill the change set (the user still
approves every edit). These explore-seeded drafts are untagged normal authored
content — do not mark them extracted / generated (those markers are for
imports only; this is the generalization of import-reading stated canonically
in gd-provenance → Provenance, which this skill applies rather than restates).Check .unikit/gamedesign/systems/SYS-<slug>.md and read the intent in the prompt:
[To be designed] placeholders and the intent is to continue /
fill (or no change is described) → Fill: resume from the remaining placeholders.
Approved text is never overwritten — only placeholders are filled. Skip the
skeleton sub-step (Phase 3.1); still fork-scan and run Phases 4–5 over the
placeholders.If the system name is ambiguous (matches several entries, or none) →
AskUserQuestion listing candidates. Never guess the target. Print the candidates to the screen as plain
markdown first — the question mechanism carries the options and nothing else.
Depth gate (Create / Fill only). Once the mode is Create or Fill, present one
depth picker — the named tiers core/standard/full, each with what it adds, not bare
letters:
AskUserQuestion: How deep should this pass go?
Options:
1. core (recommended) — the floor that gets the doc to a solid, usable base: Overview,
Player Fantasy, Detailed Design, Formulas, Acceptance Criteria.
2. standard — core + Edge Cases, Dependencies, Tuning Knobs, Telemetry, Accessibility.
3. full — every section + the relevant domain pack(s).
The picked tier is the ephemeral scope of this pass — NOT stored (gd-authoring /
gd-lifecycle); the lasting fact is the inferred status at Phase 6. The matching
section-pack for the system's domain (Phase 0 table) is auto-attached when the
domain is unambiguous — announced in one outcome-language phrase you can veto; an
ambiguous domain gets a single plain Yes/No in the Phase 4 decision round. Edit mode
skips the depth gate entirely (it lies flat on the Revision flow).
With the mode resolved (Phase 2) and the depth picked (Create / Fill only), load the matching body on demand and follow it — do not keep both bodies in context. Each returns to Phase 6 (Final) below.
| Mode | Reference body |
|---|---|
| Create / Fill | {{skills_dir}}/{{self_name}}/references/mode-author.md — the Decision-First section-cycle: the A–K section map + core-set, Phase 3 (Skeleton + Fork-Scan), Phase 4 (Decision Interview + Generation), Phase 5 (Group Review). |
| Edit | {{skills_dir}}/{{self_name}}/references/mode-revise.md — classify the scale (Tuning / Tweak / Rework / Structural-redirect), apply the change, then the mandatory delta tail. |
After the sections are authored and accepted:
Scan the GDD for registry candidates — entities, formulas, and constants referenced in two or more places (within this doc or cross-system). Internal single-use values stay in the GDD.
Present a NEW / KNOWN summary and get approval to write GD-IDS.yaml
(entities, formulas, plus the systems entry's doc_status / version).
Existing values are never changed silently; every fact carries its source.
Status (inferred — gd-lifecycle). Set the system's status in the two places
that must agree — the SYSTEM.md header > Status: token (inside the combined
header line, not a separate bold line) and the GD-IDS.yaml doc_status:
detailed once the whole core-set (A/B/C/D/H) is authored.skeleton while any core section carries <!-- deferred --> (the
soft floor guard; the WARN in Phase 4) — the status does not rise to
detailed.detailed and the ## System Map [gen] renders it detailed · partial (n/m)
(inferred from the markers, never a stored field).Set version: 1 in GD-IDS.yaml (and the header), write the initial changelog
block to section K (#### v1 — <date> — initial design with the
AC: + AC-<slug>-1 … N (new) line) — the single current block (K1).
The ## System Map [gen] renders this system's status/version (incl. the · partial
suffix) read-only from GD-IDS; it is not this skill's surface — it is owned by
unikit-gd-spec (B1) and re-renders on its next touch. unikit-gd-verify is read-only —
it prints the System Map freshness, it does not re-render it (gd-lifecycle →
Lifecycle & Status). Recommending verify (below) surfaces the staleness.
Recommend the next steps (do not auto-invoke):
A review is most independent in a fresh session (the reviewer should not have
authored the doc). unikit-gd-verify is read-only — it checks the doc against the
registry and prints dependent impact + the ## System Map [gen] freshness (the map
re-renders on the next unikit-gd-spec touch).
The terminal plaque (TIER A — gd-principles → Language): lead with the name; the
SYS- / AC- ids ride along as parenthetical copy-paste tags; render the lifecycle
status as a plain phrase, never the raw enum.
System: <name> (SYS-<slug>)
Mode: <create | fill | edit (tuning|tweak|rework)> · Depth: <core | standard | full> (create/fill)
Doc: .unikit/gamedesign/systems/SYS-<slug>.md — <ready | ready, a couple of optional blocks left | skeleton, main blocks not filled yet>, vN
Sections authored/edited: <the named list> [deferred: <names carrying <!-- deferred --> > | none]
Registry: +<E> entities, +<F> formulas, +<T> terms (GD-IDS.yaml)
Acceptance criteria: AC-<slug>-1 … AC-<slug>-N [AC delta on an edit: +<n> / changed <n> / removed <n>]
No summary document, no report file.
systems/SYS-<slug>.md — creating the
skeleton, filling placeholders, and revising approved content (Tuning / Tweak
/ Rework, with the version bump + changelog; the status stays detailed); the system's
GD-IDS.yaml facts (entities, formulas, terms) and its doc_status /
version.GAME.md content or structure / the system map →
unikit-gd-spec; player-action flows → unikit-gd-flow; quality verdicts →
unikit-gd-review; consistency & impact → unikit-gd-verify (read-only — it prints,
it does not re-render); the ## System Map [gen] render → unikit-gd-spec.GD-IDS.yaml value silently; delete or renumber an ID; touch
structure or GAME.md; read the code workspace or project source./unikit-gd-system SYS-combat → create skeleton + author A–K (if no doc yet)
/unikit-gd-system combat → resolve to the SYS-slug; same flow
/unikit-gd-system SYS-combat → resume filling placeholders (partial doc)
/unikit-gd-system SYS-combat "raise grunt damage 10%" → Tuning: edit G/C, one approval
/unikit-gd-system combat "small fix to the parry rule" → Tweak: targeted edit
/unikit-gd-system SYS-combat "rework the status system" → Rework: section-cycle old-vs-new
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
A test skill from an extension
日本語の概要は準備中です。原文の説明を表示しています。
A test skill from an extension (v2)
日本語の概要は準備中です。原文の説明を表示しています。
Initialize the UniKit framework in a project. Scans the current project to detect the engine and real tech stack, then generates the base framework documents that give AI agents context about the project — the resolved project description, the architecture doc, AGENTS.md, and the user-editable .unikit/config.yaml. This is the one-time, whole-project setup run before any other unikit skill. Use whenever the user wants to initialize, set up, or onboard the framework, e.g. "initialize unikit", "init the framework", "set up unikit", "set up the project", "configure AI context", "scan my project and set it up", "bootstrap the project". It also actualizes the config of a project already set up — say "update the config", "add missing settings", "actualize configuration", "fix my config".
日本語の概要は準備中です。原文の説明を表示しています。
Generate the architecture guidelines for a game project. Scans the project structure and tech stack, then produces .unikit/ARCHITECTURE.md describing the folder layout, dependency rules, and how modules communicate. Name a specific pattern or let it auto-detect. Use when the user wants to define or document the project architecture, e.g. "generate architecture", "describe the architecture", "which architecture should I use", "set up project architecture", or mentions module structure, module boundaries, project organization, or dependency rules.
日本語の概要は準備中です。原文の説明を表示しています。
Archive completed plans. Moves finished folder plans from .unikit/code/plans/<folder>/ to .unikit/code/archive/plans/<folder>/, so plan lookup and the plan lists stop offering them; an unfinished plan moves only when the user picks it, and is marked as unfinished. Lists every plan with its created and last-change dates; plans can be picked by number or by date. Never deletes, renames or commits. Use when user says "archive plans", "archive completed", "archive old plans", "clean up plans", or "show archived plans". Not for .unikit/code/PLAN.md or FIX_PLAN.md; to check that a plan is really done use /unikit-verify, to commit the move use /unikit-commit.
日本語の概要は準備中です。原文の説明を表示しています。
Create conventional commit messages for {{engine_name}} projects by analyzing staged changes. Handles engine-specific concerns like companion file pairing, binary assets, and linking the related plan. ALWAYS use this skill when the user asks to commit, save changes, or create a commit. Trigger phrases include "commit", "create commit", "commit this", "save changes", "save my work". Even if the user simply says "commit" or asks you to commit after finishing a task — invoke this skill, do NOT commit manually via git.
日本語の概要は準備中です。原文の説明を表示しています。