跳到正文
cccskills
免费在 GitHub 公开

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.

中文简介正在准备中。当前显示原文说明。

集成工具Unity
查看安装方法

包含的文件(1)

  • SKILL.md4.3 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

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.

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

adopt

免费

Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

art-bible

免费

Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /brainstorm is approved and before /map-systems or any GDD authoring begins.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.

中文简介正在准备中。当前显示原文说明。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

查看 IdoCohen560 的全部技能

报告此技能的问题