Install
$ agentstack add skill-devdavv-unity-ai-workflow-uw-unity-project-setup ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo 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.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
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 →About
Unity Project Setup
Orchestrate complete project initialization from ProjectConfig.yaml.
Before You Start
- Ensure
docs/ProjectConfig.yamlis filled out. - Unity project must be created and open in Editor.
- 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_nameunity_versionrender_pipelinescripting_backendfolder_strategy
2. Create Folder Structure
Based on folder_strategy, create Assets/_Project/ with standard subfolders:
Core/Scripts/+Core.asmdefCore/Tests/EditMode/+Core.Tests.EditMode.asmdef(so the test runner skill has a test assembly from day one)Features/orScripts/(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-debuggingskill - Add
ENABLE_LOGSdefine for Development builds
5. Git Setup
- Create
.gitignore(Unity template) - Create
developbranch - 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, createdocs/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-scaffoldfor 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.
- Author: devdavv
- Source: devdavv/unity-ai-workflow
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.