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* docs(unity-cli): add "bootstrap a new project from scratch" workflow Fold the CLI-covered path from the proposed new-unity-project skill (#24) into the existing unity-cli skill instead of shipping a second, overlapping skill. A single discoverable skill is easier for users to find than two that overlap on project creation. - Add a "Bootstrap a new project from scratch" workflow (auth+license → editor+platform modules → template → project → source control → commit), hardened to the skill's existing credential posture: --git-token-stdin only, and the .gitignore is downloaded to a file, never piped to a shell. - Reference the dedicated skills (implement-in-app-purchases, levelplay-unity-integration, build-live-game) for monetization/backend, and note that UPM packages are managed in-Editor — out of scope for the CLI. - Mention project bootstrapping in the skill description for discoverability. - Fix the stale README table, which listed only 1 of the 4 existing skills. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * docs(unity-cli): add Git LFS + editor-stream guidance to bootstrap workflow Fold in the two in-scope items from the new-unity-project proposal (#24) that belong in the source-control and editor-selection steps: - Git LFS for asset-heavy projects (both the --git-lfs one-step flag and the manual git lfs track path for a local repo). - A one-line LTS vs. Tech vs. beta/alpha trade-off so agents know when to reach past the default LTS. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat: add unity-package-management skill (headless UPM via C# Client API) The Unity CLI has no package-management command, so this fills that gap with a focused, reusable skill — distinct from unity-cli and usable against any project, not just new ones. Piled from the package portions of the proposed new-unity-project skill (#24), cleaned up and made standalone: - SKILL.md: the -quit gotcha (why direct Editor invocation, not `unity run`), the AddAndRemove installer (add/remove/upgrade in one pass), a Client.Search discovery script, the headless run, and verification. - references/select-packages.md: genre/look/platform/monetization -> package mapping and registry discovery (in-Editor SearchAll + read-only registry curl). Cross-linked from the unity-cli bootstrap workflow, and added to the README. Security: read-only registry queries over HTTPS, no curl|bash pipes, no secret literals, no internal references; scripts live under Editor/ and never ship. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat: add new-unity-project orchestrator skill A thin, slash-invocable composer that gives the guided "idea -> running project" experience without duplicating the reference skills. It owns the flow only — questions, ordering, and handoffs — and delegates all mechanics: - Guided AskUserQuestion flow (concept -> platforms/monetization). - Backgrounds the multi-minute Editor install while it keeps asking questions, so setup overlaps the conversation (the key win over a raw recipe). - Delegates commands to unity-cli and package installs to unity-package-management; hands off monetization to implement-in-app-purchases / levelplay-unity-integration / build-live-game. - Deliberately NO gameplay scaffolding (the weak, throwaway-primitive step) and NO command reference (lives in the delegated skills). Addresses the standalone-skill benefits raised in review (explicit /invocation + guided questions + parallel installs) while avoiding the overlap that motivated folding the recipe into unity-cli. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(unity-cli): split command catalog into references + index SKILL.md was ~1,493 lines (~15.5k tokens) and loaded in full on every trigger, even for a narrow lookup like "install an editor". Split the command catalog (~78% of the doc) into grouped reference files that load lazily, keeping only the high-frequency core in SKILL.md. - SKILL.md (now ~311 lines / ~3.5k tokens): install/verify, global flags, env vars, exit codes, a compact command index table (preserves the full command surface + descriptions cheaply so nothing is "hidden"), and Common workflows. - references/: auth-license-cloud, editors-install, projects-templates, config-hub, build-run-test, diagnostics-maintenance, integration-advanced. Content preserved verbatim: all 32 command sections move unchanged; heading sets are identical and line accounting balances exactly (1,197 body lines + 7x8 header lines). Fixed the one cross-reference the split invalidated. No behavior change — purely per-trigger token/latency reduction for the common narrow-lookup case, following the repo's "move long reference material into separate files" guidance. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * docs(unity-cli): disambiguate from new-unity-project Now that the guided orchestrator exists, stop competing with it on triggering while keeping the shared recipe it delegates to: - Narrow the description: drop the "bootstrap/create from scratch" greenfield intent (that routes to new-unity-project); keep "create projects" as a plain CLI capability, and point greenfield requests at new-unity-project. - Keep the "Bootstrap a new project from scratch" workflow (it's the recipe new-unity-project delegates to and serves direct-CLI users) and add a note at its top pointing to the guided skill. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * docs: add headless import/save method; fix dangling reference new-unity-project Step 6 pointed to "a headless save" that no skill actually documented. Add ProjectSaver.SaveAll (synchronous AssetDatabase.Refresh + SaveAssets, safe via `unity run`) to unity-package-management so new/CI projects can generate .meta files headlessly, and point Step 6 at it. Carries over the last useful piece from the original new-unity-project draft (#24) that wasn't yet covered; the game skeleton remains intentionally deferred. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * docs: present source-control choice (Git+LFS vs UVCS), don't default Previously both skills nudged toward Git LFS for asset-heavy games without mentioning Unity Version Control (UVCS), which handles large binaries natively (no LFS) and is often the better fit for art-heavy projects/teams. The CLI already supports --vcs uvcs, so let the user choose: - unity-cli bootstrap workflow: present Git (GitHub/GitLab, + --git-lfs) and UVCS (--vcs uvcs, --vcs-region) as parallel options with examples. - new-unity-project Step 4: ask the user which VCS they want rather than assuming Git LFS. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * docs: address Copilot review (headings, --no-initial-commit, UVCS, stdin) - Fix empty H1 in all 7 unity-cli reference files (a printf helper never received the title arg, so each rendered "# — unity-cli command reference"). - new-unity-project: use --no-initial-commit when publishing via --vcs so the CLI doesn't commit before packages/.meta exist, and make Step 6's first commit VCS-aware (Git vs UVCS check-in; avoid double-commit). - unity-cli bootstrap: note modules can be added later (not irreversible), show feeding --git-token-stdin from a secret store, and mention --no-initial-commit. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * docs(unity-package-management): fix log source + harden registry curl Round-2 Copilot review, both concrete: - The Editor log for the direct-Editor package run is the `-logFile -` stdout, not `unity logs` (which reads the CLI's own log) — corrected the pointer. - Registry discovery used `curl -s`, which exits 0 on a 404 and pipes an error page into python; switched to `curl -fsSL` so HTTP errors fail loudly. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * docs(unity-cli): note source-control flag names differ by subcommand Round-3 Copilot review: projects create / link vcs use --git-namespace / --git-repo, while projects clone uses --vcs-namespace / --vcs-repo. Both are correct per the CLI; documented the difference to prevent copy/paste errors. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Unity Skills
A collection of reusable AI agent skills for Unity workflows. Compatible with Claude Code, GitHub Copilot, Cursor, Cline, and 50+ other agents.
Install
npx skills add Unity-Technologies/skills
Available skills
| Skill | Description |
|---|---|
new-unity-project |
Guided flow from an idea to a running, version-controlled project — gathers concept, platforms, and monetization, then delegates setup to the skills below |
unity-cli |
Interact with the Unity CLI — bootstrap a new project from scratch, install editors, manage projects, run builds, check auth, and more |
unity-package-management |
Add, remove, upgrade, or discover Unity (UPM) packages programmatically — headless/CI installs via the C# PackageManager Client API, and choosing packages by genre/platform/monetization |
build-live-game |
Build and operate a live game with Unity Gaming Services — auth, cloud save, cloud code, economy, remote config, leaderboards, and more |
implement-in-app-purchases |
Implement, configure, and debug Unity In-App Purchases (IAP) |
levelplay-unity-integration |
Integrate LevelPlay (IronSource) ad mediation — rewarded, interstitial, and banner ads |
Usage
Once installed, your agent will automatically use the relevant skill when you ask it to perform Unity CLI operations. For example:
"Install Unity 6000.0.47f1 with the Android module" "List my registered projects" "Run the project in headless mode"
Contributing
Want to add a skill? See CONTRIBUTING.md for the folder layout, SKILL.md format, and PR flow.
Issues and feedback
Found a bug or have a suggestion? Post in the Unity Discussions forum.