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SKILL verified MIT Self-run

Uw Unity Project Setup

skill-devdavv-unity-ai-workflow-uw-unity-project-setup · by devdavv

Full project initialization wizard from ProjectConfig, including folders, packages, Git, and MCP setup. Use when setting up a new Unity project from scratch, creating the folder structure, or bootstrapping infrastructure. Triggers on requests like "set up a new project", "create folder structure", "initialize the project", or "/uw-cmd-setup-project". Reads ProjectConfig.yaml for all decisions.

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Install

$ agentstack add skill-devdavv-unity-ai-workflow-uw-unity-project-setup

✓ 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 →

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Reliability & compatibility

Security review passed
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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

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About

Unity Project Setup

Orchestrate complete project initialization from ProjectConfig.yaml.

Before You Start

  1. Ensure docs/ProjectConfig.yaml is filled out.
  2. Unity project must be created and open in Editor.
  3. Check which MCP servers are available (Unity MCP for in-editor operations, GitHub for version control).

Steps (in order)

1. Verify ProjectConfig

Confirm Unity version, packages, folder strategy, networking choice.

Required fields — warn the user if any are missing or empty:

  • project_name
  • unity_version
  • render_pipeline
  • scripting_backend
  • folder_strategy

2. Create Folder Structure

Based on folder_strategy, create Assets/_Project/ with standard subfolders:

  • Core/Scripts/ + Core.asmdef
  • Core/Tests/EditMode/ + Core.Tests.EditMode.asmdef (so the test runner skill has a test assembly from day one)
  • Features/ or Scripts/ (depending on strategy)
  • Art/, Audio/, UI/, Prefabs/, Scenes/, Tests/

3. Install Packages

From ProjectConfig.yaml → packages, install via Unity MCP manage_packages if available.

Manual fallback (no MCP): Write an editor script (Editor/Setup/PackageInstaller.cs) using UnityEditor.PackageManager.Client.Add() to install packages programmatically. The user runs it once from the Unity menu, then it can be deleted.

4. Generate Core Utilities

  • GameDebug.cs via uw-unity-debugging skill
  • Add ENABLE_LOGS define for Development builds

5. Git Setup

  • Create .gitignore (Unity template)
  • Create develop branch
  • Initial commit
  • Use GitHub MCP if available, otherwise git CLI

6. Configure Editor

Via Unity MCP if available:

  • Render pipeline, color space (Linear), scripting backend (IL2CPP)

Manual fallback (no MCP): Write an editor script (Editor/Setup/ProjectConfigurator.cs) using PlayerSettings and GraphicsSettings APIs to set render pipeline, color space, scripting backend, and target platforms. Menu item under Tools > Project Setup > Apply Settings.

7. Documentation Setup

  • Copy template files from templates/docs/
  • Ensure GDD, TDD, GFD, PRD, SprintPlan are ready to be filled
  • If ProjectConfig.yaml → prompt_logging: true, create docs/PromptLog.md

8. Report MCP Status

✅ Unity MCP — Connected
✅ GitHub MCP — Connected
⬜ Linear MCP — Not configured

Conditional Setup

After core setup, check ProjectConfig for features that need additional skill guidance:

| ProjectConfig Field | Condition | Action | |---|---|---| | architecture_pattern | di-first | Reference uw-dependency-injection skill for Reflex container setup | | networking | not none | Reference uw-network-setup skill for networking boilerplate | | feel_tools | any non-none value | Reference uw-game-feel-integrator skill for middleware integration | | ui_system | UIToolkit or Mixed | Reference uw-ui-toolkit-binder skill for data binding setup |

Mention these as next steps — don't execute them during project setup.

Asset Loading Strategy

| Approach | When to Use | |----------|-------------| | Direct references | Prefabs/SOs referenced in Inspector — always loads with scene | | Resources/ | Small-scale or early development. Loads synchronously. Everything in Resources/ ships in build. | | Addressables | Production default. Async loading, memory management, optional remote hosting. Install com.unity.addressables. | | AssetBundles | Advanced/custom CDN pipelines. Addressables wraps this — prefer Addressables unless you need low-level control. |

For persistent data: encrypt PlayerPrefs values at minimum. For production, prefer server-side storage with authentication.

Rules

  • Never create folders inside Assets/ without _Project/ prefix.
  • Use uw-unity-feature-scaffold for feature modules.
  • Use Resources/ sparingly — prefer Addressables for production.

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.

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Versions

  • v0.1.0 Imported from the upstream source.