Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.
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Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.
If no engine is specified, run an interactive engine selection process:
Check for existing game concept
Read design/gdd/game-concept.md if it exists — extract genre, scope, platform
targets, art style, team size, and any engine recommendation from
/brainstorm
If no concept exists, inform the user:
"No game concept found. Consider running /brainstorm first to discover what
you want to build — it will also recommend an engine. Or tell me about your
game and I can help you pick."
If the user wants to pick without a concept, ask:
What kind of game? (2D, 3D, or both?)
What platforms? (PC, mobile, console, web?)
Team size and experience? (solo beginner, solo experienced, small team?)
Any strong language preferences? (GDScript, C#, C++, visual scripting?)
Budget for engine licensing? (free only, or commercial licenses OK?)
Produce a recommendation
Use this decision matrix:
Factor
Godot 4
Unity
Unreal Engine 5
Best for
2D games, small 3D, solo/small teams
Mobile, mid-scope 3D, cross-platform
AAA 3D, photorealism, large teams
Language
GDScript (+ C#, C++ via extensions)
C#
C++ / Blueprint
Cost
Free, MIT license
Free under revenue threshold
Free under revenue threshold, 5% royalty
Learning curve
Gentle
Moderate
Steep
2D support
Excellent (native)
Good (but 3D-first engine)
Possible but not ideal
3D quality ceiling
Good (improving rapidly)
Very good
Best-in-class
Web export
Yes (native)
Yes (limited)
No
Console export
Via third-party
Yes (with license)
Yes
Open source
Yes
No
Source available
Present the top 1-2 recommendations with reasoning tied to the user's answers.
Let the user choose — never force a recommendation.
3. Look Up Current Version
Once the engine is chosen:
If version was provided, use it
If no version provided, use WebSearch to find the latest stable release:
Search: "[engine] latest stable version [current year]"
Confirm with the user: "The latest stable [engine] is [version]. Use this?"
4. Update CLAUDE.md Technology Stack
Read CLAUDE.md and update the Technology Stack section. Replace the
[CHOOSE] placeholders with the actual values:
For Godot:
-**Engine**: Godot [version]
-**Language**: GDScript (primary), C++ via GDExtension (performance-critical)
-**Build System**: SCons (engine), Godot Export Templates
-**Asset Pipeline**: Godot Import System + custom resource pipeline
After updating CLAUDE.md, create or update .claude/docs/technical-preferences.md with
engine-appropriate defaults. Read the existing template first, then fill in:
Public fields/properties: PascalCase (e.g., MoveSpeed)
Private fields: _camelCase (e.g., _moveSpeed)
Methods: PascalCase (e.g., TakeDamage())
Files: PascalCase matching class (e.g., PlayerController.cs)
Constants: PascalCase or UPPER_SNAKE_CASE
For Unreal (C++):
Classes: Prefixed PascalCase (A for Actor, U for UObject, F for struct)
Variables: PascalCase (e.g., MoveSpeed)
Functions: PascalCase (e.g., TakeDamage())
Booleans: b prefix (e.g., bIsAlive)
Files: Match class without prefix (e.g., PlayerController.h)
Remaining Sections
Performance Budgets: Leave as [TO BE CONFIGURED] with a suggestion:
"Typical targets: 60fps / 16.6ms frame budget. Want to set these now?"
Testing: Suggest engine-appropriate framework (GUT for Godot, NUnit for Unity, etc.)
Forbidden Patterns / Allowed Libraries: Leave as placeholder
Collaborative Step
Present the filled-in preferences to the user:
"Here are the default technical preferences for [engine]. Want to customize
any of these, or shall I save the defaults?"
Wait for approval before writing the file.
6. Determine Knowledge Gap
Check whether the engine version is likely beyond the LLM's training data.
Known approximate coverage (update this as models change):
LLM knowledge cutoff: May 2025
Godot: training data likely covers up to ~4.3
Unity: training data likely covers up to ~2023.x / early 6000.x
Unreal: training data likely covers up to ~5.3 / early 5.4
Compare the user's chosen version against these baselines:
Within training data → LOW RISK — reference docs optional but recommended
Near the edge → MEDIUM RISK — reference docs recommended
Beyond training data → HIGH RISK — reference docs required
Inform the user which category they're in and why.
7. Populate Engine Reference Docs
If WITHIN training data (LOW RISK):
Create a minimal docs/engine-reference/<engine>/VERSION.md:
# [Engine] — Version Reference
| Field | Value |
|-------|-------|
| **Engine Version** | [version] |
| **Project Pinned** | [today's date] |
| **LLM Knowledge Cutoff** | May 2025 |
| **Risk Level** | LOW — version is within LLM training data |
## Note
This engine version is within the LLM's training data. Engine reference
docs are optional but can be added later if agents suggest incorrect APIs.
Run `/setup-engine refresh` to populate full reference docs at any time.
Do NOT create breaking-changes.md, deprecated-apis.md, etc. — they would
add context cost with minimal value.
If BEYOND training data (MEDIUM or HIGH RISK):
Create the full reference doc set by searching the web:
Search for the official migration/upgrade guide:
"[engine] [old version] to [new version] migration guide"
"[engine] [version] breaking changes"
"[engine] [version] changelog"
"[engine] [version] deprecated API"
Fetch and extract from official documentation:
Breaking changes between each version from the training cutoff to current
Deprecated APIs with replacements
New features and best practices
Create the full reference directory:
docs/engine-reference/<engine>/
├── VERSION.md # Version pin + knowledge gap analysis
├── breaking-changes.md # Version-by-version breaking changes
├── deprecated-apis.md # "Don't use X → Use Y" tables
├── current-best-practices.md # New practices since training cutoff
└── modules/ # Per-subsystem references (create as needed)
Populate each file using real data from the web searches, following
the format established in existing reference docs. Every file must have
a "Last verified: [date]" header.
For module files: Only create modules for subsystems where significant
changes occurred. Don't create empty or minimal module files.
8. Update CLAUDE.md Import
Update the @ import under "Engine Version Reference" to point to the
correct engine:
## Engine Version Reference
@docs/engine-reference/<engine>/VERSION.md
If the previous import pointed to a different engine (e.g., switching from
Godot to Unity), update it.
9. Update Agent Instructions
For the chosen engine's specialist agents, verify they have a
"Version Awareness" section. If not, add one following the pattern in
the existing Godot specialist agents.
The section should instruct the agent to:
Read docs/engine-reference/<engine>/VERSION.md
Check deprecated APIs before suggesting code
Check breaking changes for relevant version transitions
Use WebSearch to verify uncertain APIs
10. Refresh Subcommand
If invoked as /setup-engine refresh:
Read the existing docs/engine-reference/<engine>/VERSION.md to get
the current engine and version
Use WebSearch to check for:
New engine releases since last verification
Updated migration guides
Newly deprecated APIs
Update all reference docs with new findings
Update "Last verified" dates on all modified files
Report what changed
11. Output Summary
After setup is complete, output:
Engine Setup Complete
=====================
Engine: [name] [version]
Knowledge Risk: [LOW/MEDIUM/HIGH]
Reference Docs: [created/skipped]
CLAUDE.md: [updated]
Tech Prefs: [created/updated]
Agent Config: [verified]
Next Steps:
1. Review docs/engine-reference/<engine>/VERSION.md
2. [If from /brainstorm] Run /design-systems to decompose your concept into individual systems
3. [If from /brainstorm] Run /prototype [core-mechanic] to test the core loop
4. [If fresh start] Run /brainstorm to discover your game concept
5. Create your first milestone: /sprint-plan new
Guardrails
NEVER guess an engine version — always verify via WebSearch or user confirmation
NEVER overwrite existing reference docs without asking — append or update
If reference docs already exist for a different engine, ask before replacing
Always show the user what you're about to change before making CLAUDE.md edits
If WebSearch returns ambiguous results, show the user and let them decide