Skip to main content

setup-engine

Sets up and pins the engine version: web for a new project unless Godot, Unity or Unreal is named. Use to choose or upgrade it.

Quellinformationen

Repository
Donchitos/Claude-Code-Game-Studios
Letzte Quellaktivität
9. November 2026 um 12:39
Erkannte Sprache von SKILL.md
Englisch
Sterne
38.562
Forks
5.014

Installationsoptionen

Standardmäßig ist der Prompt ausgewählt, der zuerst die Quelle prüft. Sie können zu einem direkten Befehl wechseln oder eine lokale Kopie herunterladen.

Quelldateien prüfen

Lesen Sie SKILL.md und alle von SkillsMP angezeigten Begleitdateien, bevor Sie sich für eine Installation entscheiden.

Datei-Explorer
14 Dateien

SKILL.md wird angezeigt

SKILL.md
Quellanweisungen · Schreibgeschützte Vorschau
name
setup-engine
description
Sets up and pins the engine version: web for a new project unless Godot, Unity or Unreal is named. Use to choose or upgrade it.
argument-hint
[engine] | [engine version] | refresh | upgrade [old-version] [new-version] | no args for guided selection
user-invocable
true
allowed-tools
Read, Glob, Grep, Write, Edit, WebSearch, WebFetch, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/setup-engine/../../hooks/yaml-helper.sh" resolve_config *), Bash(godot --version), Bash(godot --headless --path . --import), Bash(command -v godot), Bash(uname -s), Bash(bash .claude/scripts/project-coherence.sh*), Bash(node --version), Bash(npm ci*), Bash(npm run build*), Bash(bash .claude/scripts/web-scaffold.sh*), Bash(bash .claude/scripts/web-detect.sh*), Bash(pnpm install --frozen-lockfile*), Bash(yarn install --frozen-lockfile*), Bash(yarn install --immutable*), Bash(bun install --frozen-lockfile*), Bash(pnpm run build*), Bash(yarn run build*), Bash(bun run build*), Bash(bash .claude/scripts/test-run.sh web*), Bash(bash .claude/scripts/page-shot.sh *)
model
sonnet
# Engine Setup When this skill is invoked: !`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys workflow` **Tier awareness.** The `workflow` tier resolved above governs which design artifact this skill expects and the finish path it recommends in §12: - **`minimal`** — the design artifact is the one-page `design/game-brief.md` (no GDDs, systems decomposition, or per-system design at this tier). `/setup-engine` runs *first* in the minimal path, so a missing brief here is normal, not a gap. The finish path is the 4-step floor. - **`standard` / `full`** — the design artifact is `design/gdd/game-concept.md` and the finish path is the full pipeline. If the block did not render (shell preprocessing disabled), assume `minimal` (the default). Ask with the question tool. Without one, list the options numbered and end your turn to wait. A skipped or dismissed question is not an answer: ask again in plain text. ## 1. Parse Arguments Modes: - **Full spec**: `/setup-engine godot 4.7` — engine and version provided - **Engine only**: `/setup-engine unity` — engine provided, version will be looked up - **Web**: `/setup-engine web` — a browser game with Vite and TypeScript, at the versions the web scaffold pins, or an existing web project (a `package.json`), recorded as it is. **Read `references/web.md` now and follow it**: it replaces Sections 3, 6, 7 and 7.5 for Web and gives the values Sections 4, 5 and 5.5 write - **No args**: `/setup-engine` — guided mode: an existing project keeps its engine; a new one is offered web first (Section 2) - **Refresh**: `/setup-engine refresh` — update reference docs (see Section 10) - **Upgrade**: `/setup-engine upgrade [old-version] [new-version]` — migrate to a new engine version (see Section 11) --- ## 2. Guided Mode (No Arguments) **Read `references/2-guided-mode.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 3. Look Up Current Version **Read `references/3-version.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 4. Update CLAUDE.md Technology Stack **Read `references/4-claude-md-stack.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 5. Populate Technical Preferences **Read `references/5-technical-preferences.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 5.5 Populate `project.yaml` (Primary Config Store) **Read `references/5.5-project-yaml.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 6. Determine Knowledge Gap **Read `references/6-knowledge-gap.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 7. Populate Engine Reference Docs **Read `references/7-reference-docs.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 7.5 Scaffold the Engine Project **Read `references/7.5-scaffold.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 8. Verify the CLAUDE.md Import **Read `references/8-verify.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 9. Update Agent Instructions On Web there is no engine specialist agent: skip this section and say so (`references/web.md`, W7). Ask: "May I add a Version Awareness section to the engine specialist agent files?" before making any edits. 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: 1. Read `docs/engine-reference/<engine>/VERSION.md` 2. Check deprecated APIs before suggesting code 3. Check breaking changes for relevant version transitions 4. Search the web to verify uncertain APIs --- ## 10. Refresh Subcommand If invoked as `/setup-engine refresh`: 1. Read the existing `docs/engine-reference/<engine>/VERSION.md` to get the current engine and version 2. Search the web for: - New engine releases since last verification - Updated migration guides - Newly deprecated APIs 3. Update all reference docs with new findings 4. Update "Last verified" dates on all modified files 5. Report what changed --- ## 11. Upgrade Subcommand **Read `references/11-upgrade.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## 12. Output Summary **Read `references/12-output-summary.md` now and follow it** — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase. ## Guardrails - Check the engine version (web search or the user's word): a guessed pin breaks APIs - `project.yaml` is the primary config store. Always dual-write engine config to BOTH `project.yaml` (primary) and `technical-preferences.md` (legacy mirror). If the two ever diverge, `project.yaml` is authoritative. - Ask before overwriting reference docs (they hold checked notes); 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 a web search returns ambiguous results, show the user and let them decide - When the user chose **GDScript**: copy the GDScript CLAUDE.md template from **A1** in `references/godot-language-config.md` exactly. Do not add "C++ via GDExtension" to the Language field. GDScript projects may use GDExtension, but it is not a primary project language. The `godot-gdextension-specialist` in the routing table is available for when native extensions are needed — it does not make C++ a project language. --- ## Appendix A — Godot Language Configuration Moved out of this file so it costs nothing on non-Godot runs. **When the chosen engine is Godot, read** `references/godot-language-config.md` and use the subsection for the chosen language: - **A1** — CLAUDE.md Technology Stack templates (GDScript / C# / Both) - **A2** — naming conventions - **A3** — engine specialist routing and file-extension tables **Load discipline.** On any engine other than Godot, **never load it** — nothing in Sections 4, 5 or 5.5 needs it, and reading it anyway spends the tokens the split exists to save. On Godot, read it once when you first reach Section 4 and keep using it for Sections 5 and 5.5; do not re-read it at each reference.
Auf GitHub ansehen