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new-unity-project

Guides creating a new Unity project, gathering concept, platforms, and monetization before setting up the project, source control, and packages. Use when the user asks to start a new game or prototype.

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Unity-Technologies/unity-agent-plugin
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29. Oktober 2026 um 20:51
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Englisch
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SKILL.md
Quellanweisungen · Schreibgeschützte Vorschau
name
new-unity-project
description
Guides creating a new Unity project, gathering concept, platforms, and monetization before setting up the project, source control, and packages. Use when the user asks to start a new game or prototype.
allowed-tools
["Bash","Write","Edit"]
# New Unity Project A flow from an idea to a running, version-controlled Unity project. This skill owns the **flow** — mode, defaults, ordering, background installs, handoffs. **Delegates to (read these for the actual commands — don't reinvent them):** - **`unity-cli`** — install, auth/license, Editor install, creation, source control, open. Its "Bootstrap a new project from scratch" workflow is the backbone here. - **`unity-package-management`** — packages with the Pipeline `package` commands (C# script fallback). - **`urp-postprocessing`**, **`ui`**, **`2d-pixel-perfect`** — visual-baseline mechanics (Step 7). - **`craft-game-floors`** — the craft floors (look, feel, audio, shell, live floor, the done gate), loaded at Step 6 and carried through the build. - **`implement-in-app-purchases`**, **`levelplay-unity-integration`**, **`build-live-game`** — monetization / backend *integration* (invoked at the end). ## Mode: paved by default, guided on request Run **paved** unless the user asks for the interview — in words ("ask me questions", "guide me") or by pushing back on the manifest; mode is decided once per session. The paved contract: **parse the prompt first** · **fill gaps from the Defaults table** · **print the manifest** before the create launches · **proceed**, asking only on pushback or an unruled fork · **never consume a human gate** — sign-in and publishing always ask. A **bare/minimal** ask gets `--bare`, skips the floors, and states the cost (identity, saves, ranks unwired). In **guided** mode, ask only the current step's questions and wait. The paved additions (identity, floors, baton) are asked at their steps there, never assumed. ## The Defaults table Every row reverses on a word; change a row only with a run-earned receipt. | Decision | Paved opinion | |---|---| | Editor version | `--editor-version latest`, explicit | | Template | URP; 3D unless the prompt says 2D (`--template 3d` or `2d`) | | Platforms | Desktop only; add modules when the prompt implies them ("mobile game" → ios/android) | | Monetization | None at creation; noted for later | | Version control | Local git + Unity .gitignore | | Player identity | Anonymous accounts — create's when its result shows them, else wired in Step 6 | | Craft floors | Always on, via the `craft-game-floors` skill: look, camera, lighting, feedback, audio, shell, live floor, done gate | Cloud link and diagnostics are **not** a row: create applies its own defaults — narrate them from the result, don't re-decide. ## The assumptions manifest Print exactly one block at the end of Step 2, before the create launches. It **predicts** what create will do (the URP template per `--template 3d|2d`, never a guessed id): > **Paved assumptions:** Unity <editor> · <URP template, 2D/3D> · <platforms> · <monetization> · > anonymous player accounts (create's, else one bootstrap script) · <version control> · > cloud-linked with diagnostics (create's defaults, narrated from the result) · floor packages > (Cinemachine; identity + live services when cloud-linked) · craft floors on via `craft-game-floors` · > a one-line handoff note appended to the project's CLAUDE.md. > Say the word to change any of these; otherwise I'm proceeding. One block, every assumption present, each reversible, nothing implied; Step 3 reconciles the result against it. ## Before Step 1: check the delegated skills are loaded Look for `unity-cli`, `unity-package-management`, `urp-postprocessing`, `ui`, `build-live-game` and `craft-game-floors` in your client's skills. If any is missing, say which and what it does, and offer the install routes in [references/skill-setup.md](references/skill-setup.md) — never install without a yes. Don't stall: a decline gets the fallback at its step, gap named in the report. `unity skill show` prints `unity-cli` without installing; without `unity-package-management`, Step 5 can't run — say so before Step 2. ## The flow — and where the parallelism is 1. **Concept** (paved: parsed from the prompt). 2. **Platforms & monetization** — print the manifest (paved), then **start the create in the background**: `projects create --install-editor` installs the Editor + modules (minutes), then creates the project; keep talking meanwhile. 3. **(joins)** reconcile the result against the manifest. 4. **Source control.** 5. **Packages.** 6. **Player identity, then the craft floors** — confirm create's identity or wire it; load `craft-game-floors`. 7. **Visual baseline** on the craft skill's art bible. 8. **Save & first commit.** 9. **Hand off** + the forward baton. The multi-minute Editor install overlaps the user's answers, so setup feels instant. ## Step 1 — Concept **Paved:** the prompt is the spec — parse genre, dimension (2D/3D), look, scope, and name into a 2–4 line brief; fill gaps from the Defaults table; no read-back. **Guided:** ask with your client's multiple-choice tool (`AskUserQuestion` in Claude Code, `ask_user` in Copilot CLI, `askQuestions` in VS Code); without one, plain text. Cover **genre / core loop** · **dimension & look** (2D or 3D; pixel, low-poly, stylized, realistic) · **gameplay** (the one-sentence "what the player does moment to moment") · **scope** (prototype vs. multi-scene; single- or multiplayer). Settle a **project name**, write the brief, read it back. The brief drives the template (Step 2), packages (Step 5) and the baseline (Step 7): note the palette / mood words and pixel-art looks. ## Step 2 — Platforms & monetization, then start installing Two decisions (paved: filled from the Defaults table, then **print the manifest**): - **Target platforms**: Desktop, Mobile (iOS/Android), WebGL, Console — they map to Editor **modules** (`--module`) and argue for leaner packages on mobile/WebGL. - **Monetization**: none / premium / IAP / ads / mix — this only decides the Step 9 handoff. Default to an explicit `--editor-version latest` unless the user names a version — without the flag, create prefers a stored default or an older installed Editor. Confirm prerequisites, then **start the create as a background task** (`unity-cli` has module names and auth / license setup): ```bash unity --version unity auth status --format json # if signed out: unity auth login unity license status --format json # if none active: unity license activate # Start in the BACKGROUND. Module names per platform are in the unity-cli skill. # --bare only on the user's ask (see Mode). unity projects create "<Name>" --path <dir> --editor-version latest \ --template <3d|2d> --install-editor --module <platform-modules> --accept-eula --format json ``` The command waits for the install, then creates the project, so its one result covers both. If you have nothing left to ask, it's fine to just wait. **Template:** `--template 3d` / `2d` resolve to the version's URP templates (`com.unity.template.urp-blank`, `com.unity.template.universal-2d`), the default for every game. Built-in templates (`com.unity.template.3d`/`.2d` as full ids) are deprecated from 6.5, removed in 6.7 — pass one only when the user explicitly asks for Built-in. ## Step 3 — Join: project ready, result reconciled Wait for the background create and read its JSON result: `data.path` is the project, `data.version` the Editor, `data.editorInstalled` whether this run installed it. **Paved: reconcile the result against the manifest**, narrating divergence — the cloud-link soft-fail included (`cloudLinked: false`, warnings, project intact; Step 6 keys off it). A 403 on the link is often the saved default org refusing new projects — retry `unity projects link cloud <path> --cloud-org <an org the user owns>` before concluding no-identity. A result carrying a `steps` field reconciles step-by-step from it. `--module` only applies when the run installs the Editor: on `data.editorInstalled: false`, add the platform modules with `unity install-modules -e <version> -m <platform-modules> --accept-eula` (skips what's already there). If create failed, surface the error (`unity-cli` troubleshooting) and stop — a failed install creates no project, and nothing downstream works without an Editor. ## Step 4 — Source control **Paved:** local git + Unity `.gitignore`. **Guided:** ask — Git (GitHub / GitLab; `--git-lfs` for asset-heavy games), **Unity Version Control** (`--vcs uvcs` — large binaries natively, no LFS), or purely local. Attach with `unity projects link vcs "<project-path>" --vcs … --git-token-from-stdin --no-initial-commit` (tokens on stdin) — **`--no-initial-commit`** keeps the CLI from committing the bare project before packages and `.meta` files exist; the real first commit is Step 8. Exact flags: the `unity-cli` workflow. ## Step 5 — Packages Map the brief to a package list and install via **`unity-package-management`** (**never** hand-edit `manifest.json`): `package add` once the Editor is open with `com.unity.pipeline` (Step 7); its C# installer script when packages must land pre-open (the `-quit` gotcha applies). That skill has the genre/platform/monetization → package mapping. Paved adds the floors' needs: Cinemachine for any gameplay camera (2D rigs included); `com.unity.services.authentication` when Step 6 wires identity; and the live floor's services set (cloud save, leaderboards, remote config) on cloud-linked projects — in this pass, not at shell time. The template already provides the render pipeline — never add `com.unity.render-pipelines.universal` on a Built-in template (materials go pink) or vice versa. Read the list back before installing (paved: print it now); verify `manifest.json` after. ## Step 6 — Player identity, then the craft floors **Identity — the create result is the switch** (a `--bare` run skips this whole step: bare projects still cloud-link unless `--no-cloud`, and the unwired cost was stated at Mode time): identity addressed in the result → confirm it in the reconciliation and **skip**, never wire auth twice. No identity and the project cloud-linked → wire it: services init plus anonymous sign-in kicked off at bootstrap in **one small bootstrap script**, never blocked on (mechanics: **`build-live-game`**, auth section — checked in Before Step 1; missing and declined → skip the wiring, gap named); each service dependency is a named plan line, declining removes only that line. Cloud link failed or skipped → skip with the cost stated (saves and ranks stay local) — never wire services init against a project with no cloud id. Invisible to players, upgradeable later — the root the live floor builds on. **A `--bare` run skips the floors too** (the Mode section's stated cost). Otherwise **load the `craft-game-floors` skill** (checked in Before Step 1) and follow its floors through the build — art bible first, then camera, lighting, feedback, audio, shell, live floor, its done gate. Its values supersede the inline fallbacks below whenever present, version skew included. Missing and declined → fallbacks, gap named in the report. ## Step 7 — Visual baseline A fresh template renders correctly but looks like a default; left there, agents reach for `OnGUI` and guess shader names. Apply this floor **before** any gameplay work. **First, `unity pipeline install --project-path "<project-path>"`, before opening the Editor.** Running C# in the Editor and `unity command capture screenshot` below both need the project's `com.unity.pipeline` package. Create adds it by default on newer CLIs (this install then changes nothing); older CLIs leave the project without it, and Step 5's `-batchmode` installer never touches it. Install-before-open is the supported order; without the package, everything below fails to connect (it mimics `unity-cli`'s Safe Mode failure). The failure codes (`PIPELINE_MANIFEST_WRITE_FAILED`, a stuck `STATUS_PIPELINE_LOAD_PENDING`) and the stuck-Editor recovery are tabled in [references/skill-setup.md](references/skill-setup.md). **Then** `unity open "<project-path>"`, wait until `unity status` reports the Editor ready, and apply each item below by running C# in it — **`unity-cli` owns those commands**; don't re-derive them here. Once the Editor is ready, read the `unity-pipeline` guide if your skills don't list it — locations and mirroring routes: [references/skill-setup.md](references/skill-setup.md). **Items 1, 2, 5 and 6 assume a URP template**, the Step 2 default. If the user explicitly chose Built-in, don't run them as written — `UniversalAdditionalCameraData`, `Light2D`, the `urp-postprocessing` volume framework and `Universal Render Pipeline/*` shaders don't exist there; post-processing means the legacy Post Processing Stack, the shader names are `Standard` / `Unlit/Color`, and items 3–4 apply as written. Don't reach for `migrate-birp-to-urp` — the user asked for Built-in. 1. **Post-processing.** Global Volume — `craft-game-floors`'s scene-lighting values when loaded (they supersede these); fallback: Tonemapping (ACES), Bloom intensity 0.5–1 @ threshold 0.9, Vignette ≈ 0.25; set `renderPostProcessing = true` on the main camera's `UniversalAdditionalCameraData`. **REQUIRED SUB-SKILL:** `urp-postprocessing` — its templates create the volume and check HDR and the layer mask; if it isn't loaded, do both yourself from these values. 2. **Camera and light.** 2D → orthographic, solid background from the brief's palette, a `Light2D` of type Global if the template scene has none (Sprite-Lit shaders render black without one). 3D → perspective, main-light shadows on; `craft-game-floors`'s lighting pass replaces the template's default light story when loaded, else keep the template's directional light and skybox. 3. **Quality tier.** Read `QualitySettings.names` first — tier names differ per template — then `QualitySettings.SetQualityLevel` to the one matching the primary target: the highest tier for desktop, the lowest for mobile/WebGL. Leave color space Linear and the Input System as the template set them. 4. **UI stack.** HUD and menus use a uGUI Canvas + TextMeshPro or UI Toolkit — **never `OnGUI`**. **REQUIRED SUB-SKILL:** `ui` picks between them for the project. If it isn't loaded, choose between them from the brief and say which you chose, and why, in your final report. 5. **Materials and shaders.** Under URP use `Universal Render Pipeline/Lit`, `…/Unlit`, `…/2D/Sprite-Lit-Default` or `…/2D/Sprite-Unlit-Default`. `Standard` and `Unlit/Color` render pink or washed out under URP. Prefer `GraphicsSettings.currentRenderPipeline.defaultMaterial` / `.default2DMaterial` over `Shader.Find`, and treat a `null` from `Shader.Find` as an error. `currentRenderPipeline`, not `defaultRenderPipeline`: a quality tier can carry its own pipeline asset, and item 3 above just set the tier. 6. **Pixel art only.** Point filter mode on sprites and a Pixel Perfect Camera — see `2d-pixel-perfect`. If missing, do both yourself and note the skill-setup install route in the report. Save the scene, then confirm both of these — **not with `unity logs`**, which reads the CLI's own log and reports clean whatever the scene looks like: - No render-pipeline or shader errors Editor-side. Read the Editor console through `unity-cli`, or read `Editor.log` directly — that skill's "Recovering from Safe Mode" section has the per-platform paths. - `unity command capture screenshot --output baseline.png` looks lit and tonemapped rather than flat gray. ## Step 8 — Save & first commit The project is already open from Step 7, so `.meta` files exist (`unity open "<project-path>"` only if not — headless/CI uses the "Import & save headlessly" method in `unity-package-management`). Commit **with whichever VCS you set up in Step 4**: - **Git (GitHub / GitLab / local):** ```bash cd "<project-path>" git add -A git status # Library/ Temp/ obj/ Build/ must NOT be staged git commit -m "Initial Unity project: <Name>" ``` Every `.cs`/asset is committed together with its `.meta`. - **Unity Version Control (UVCS):** check in through the workspace from Step 4 — no `git` step; generated folders stay excluded by the ignore rules. If Step 7 mirrored skills into the project, ask whether to include them. If Step 4 linked **without** `--no-initial-commit`, the CLI already committed the bare project — add a follow-up commit rather than double-committing. ## Step 9 — Hand off Based on Step 2 monetization, invoke the matching skill for the actual integration: - IAP → **implement-in-app-purchases** - Ads → **levelplay-unity-integration** - Accounts / cloud save / economy / remote config / leaderboards → **build-live-game** If the matching skill isn't loaded, point the next steps at the skill-setup install route rather than integrating from memory. **Write the forward baton** (declared on the manifest): one idempotent line appended to the project's `CLAUDE.md` or `AGENTS.md` — "When building gameplay, feel, audio, shell, or live features, load the `craft-game-floors` skill; if it isn't installed, ask the user whether to run `unity skill install <client>` (ask: never run it without a yes)." Commit the note — appended after Step 8, it otherwise never reaches clones. Later sessions reach the floors through it without this skill re-triggering. Report the project path, Editor version, pipeline and template, packages, the manifest with its reconciliation, identity state, the baseline applied, any missing skill, `craft-game-floors`'s done gate as the build's finish line, and next steps. ## Scope — what this skill does NOT do
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