| name | engine-setup |
| description | Audit or frame engine-specific project setup, folder conventions, packages/plugins, and build assumptions. Use for Godot, Unity, or Unreal setup and repo structure decisions. |
Engine Setup
When to use
Audit or frame engine-specific project setup, folder conventions, packages/plugins, and build assumptions. Use for Godot, Unity, or Unreal setup and repo structure decisions.
Inputs to gather
- engine and version
- repo structure
- target platforms
Recommended roles
technical_director
engine_programmer
docs_researcher
Primary docs / outputs
studio/docs/active/engine-profile.md
studio/docs/active/build-pipeline.md
docs/research/game-development/engines/*-architecture.md
docs/research/game-development/engines/*-class-editor-object-map.md
docs/research/game-development/engines/*-2d-3d-class-and-mechanic-guide.md
docs/research/game-development/engines/*-2d-3d-navigation-damage-performance.md
docs/research/game-development/systems/inventory.md
docs/research/game-development/systems/character.md
docs/research/game-development/systems/enemy.md
docs/reference/agent-guide.md
Workflow
- Inspect the current repo/docs state first and cite concrete evidence.
- Read the matching engine architecture note, class/editor/object map, 2D/3D class-and-mechanic guide, and 2D/3D-navigation-damage-performance note before making structural recommendations.
- If the task touches inventory, character state, or enemy behavior, read the matching systems note before suggesting ownership or data boundaries.
- Choose the smallest useful output that moves the project forward.
- Update or create durable docs when the result should persist.
- Recommend the next best role or skill if more work remains.
Category rules
- Inspect the repo, existing docs, and engine clues before asking for more information.
- Use minimal clarifying questions only when a missing fact blocks a good recommendation.
- Write or update durable docs when the output should survive chat history.
Deliverables
- engine setup checklist
- repo/layout notes
- class/editor/object ownership model
- common 2D/3D class and mechanic primitives
- inventory, character, and enemy ownership boundaries when relevant
- world-stack, pathfinding, damage, and scale model
- version-sensitive cautions
- next implementation slice
Validation bar
- updated active docs
- recommended next skill
- critical unknowns listed