AgentStack
Browse Sign in
Browse Why AgentStack Sell Docs
Sign in
SKILL verified MIT Self-run

Setup Engine

skill-coralgame-claude-code-game-studios-setup-engine · by CoralGame

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.

No reviews yet
0 installs
21 views
0.0% view→install

Install

$ agentstack add skill-coralgame-claude-code-game-studios-setup-engine

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

Verified badge

Passed review? Show it. Paste this badge into your README, it links to the public security report.

AgentStack Verified badge Links to your public security report.
[![AgentStack Verified](https://agentstack.voostack.com/badges/verified.svg)](https://agentstack.voostack.com/security/report/skill-coralgame-claude-code-game-studios-setup-engine)

Reliability & compatibility

Security review passed
0 installs to date
no reviews yet
4mo ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.

How agent discovery & health will work →
Are you the author of Setup Engine? Claim this listing to set pricing, connect Stripe payouts, and keep 70% of every sale.
Sign up to claim

About

When this skill is invoked:

1. Parse Arguments

Three modes:

  • Full spec: /setup-engine godot 4.6 — engine and version provided
  • Engine only: /setup-engine unity — engine provided, version will be looked up
  • No args: /setup-engine — fully guided mode (engine recommendation + version)

2. Guided Mode (No Arguments)

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:

  1. What kind of game? (2D, 3D, or both?)
  2. What platforms? (PC, mobile, console, web?)
  3. Team size and experience? (solo beginner, solo experienced, small team?)
  4. Any strong language preferences? (GDScript, C#, C++, visual scripting?)
  5. 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

For Unity:

- **Engine**: Unity [version]
- **Language**: C#
- **Build System**: Unity Build Pipeline
- **Asset Pipeline**: Unity Asset Import Pipeline + Addressables

For Unreal:

- **Engine**: Unreal Engine [version]
- **Language**: C++ (primary), Blueprint (gameplay prototyping)
- **Build System**: Unreal Build Tool (UBT)
- **Asset Pipeline**: Unreal Content Pipeline

5. Populate Technical Preferences

After updating CLAUDE.md, create or update .claude/docs/technical-preferences.md with engine-appropriate defaults. Read the existing template first, then fill in:

Engine & Language Section

  • Fill from the engine choice made in step 4

Naming Conventions (engine defaults)

For Godot (GDScript):

  • Classes: PascalCase (e.g., PlayerController)
  • Variables/functions: snake_case (e.g., move_speed)
  • Signals: snake_case past tense (e.g., health_changed)
  • Files: snake_case matching class (e.g., player_controller.gd)
  • Scenes: PascalCase matching root node (e.g., PlayerController.tscn)
  • Constants: UPPERSNAKECASE (e.g., MAX_HEALTH)

For Unity (C#):

  • Classes: PascalCase (e.g., PlayerController)
  • 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 UPPERSNAKECASE

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 dataLOW RISK — reference docs optional but recommended
  • Near the edgeMEDIUM RISK — reference docs recommended
  • Beyond training dataHIGH 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//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:

  1. 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"
  1. 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
  1. Create the full reference directory:

`` docs/engine-reference// ├── 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) ``

  1. 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.

  1. 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//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:

  1. Read docs/engine-reference//VERSION.md
  2. Check deprecated APIs before suggesting code
  3. Check breaking changes for relevant version transitions
  4. Use WebSearch to verify uncertain APIs

10. Refresh Subcommand

If invoked as /setup-engine refresh:

  1. Read the existing docs/engine-reference//VERSION.md to get

the current engine and version

  1. Use WebSearch to check for:
  • New engine releases since last verification
  • Updated migration guides
  • Newly deprecated APIs
  1. Update all reference docs with new findings
  2. Update "Last verified" dates on all modified files
  3. 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//VERSION.md
2. [If from /brainstorm] Run /map-systems to decompose your concept into individual systems
3. [If from /brainstorm] Run /design-system to author per-system GDDs (guided, section-by-section)
4. [If from /brainstorm] Run /prototype [core-mechanic] to test the core loop
5. [If fresh start] Run /brainstorm to discover your game concept
6. 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

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

No reviews yet, be the first.

Versions

  • v0.1.0 Imported from the upstream source.