blender-motion-state-inspection
AFaffaan-m/ECC278k近 7 天新增 4,046 个 star
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.
A guided flow from an idea to a running, version-controlled Unity project. This skill owns the flow — the questions, their ordering, running slow installs in the background while you ask, and the handoffs. It deliberately does not re-document commands; it delegates the mechanics to other skills.
Delegates to (read these for the actual commands — don't reinvent them):
unity-cli — CLI install, auth/license, Editor install, project creation, source control,
opening the project. Its "Bootstrap a new project from scratch" workflow is the backbone here.unity-package-management — installing packages via the C# PackageManager Client API, and
choosing packages by genre / platform / monetization.urp-postprocessing, ui, 2d-pixel-perfect — the visual baseline (Step 6):
post-processing volume setup, HUD framework choice, pixel-perfect 2D.implement-in-app-purchases, levelplay-unity-integration, build-live-game —
monetization / backend integration (invoked at the end).Work one step at a time. Ask only the current step's questions and wait for the user before moving on — platform and monetization answers change what you install, so don't gather everything up front or scaffold before they're settled.
The whole point of a guided flow over a raw recipe: the multi-minute Editor install overlaps the minutes the user spends answering concept questions, so setup feels instant.
Use AskUserQuestion so the user can pick fast, but let them answer freely too. Cover:
Also settle on a project name. Write a 2–4 line project brief, read it back to confirm. The brief drives template choice (Step 4), packages (Step 5) and the visual baseline (Step 6): note the palette / mood words the user gives, and whether the look is pixel art.
Two decisions, because both change what you install:
Confirm the Editor version to use (default: latest LTS — see unity-cli for the LTS vs. Tech
vs. beta trade-off). Ask this now, before kicking off the install, so you don't install the
wrong one.
Then confirm prerequisites and launch the Editor install as a background task so it runs while
you continue. See the unity-cli skill for exact syntax, module names per platform, and auth /
license setup:
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, then go straight back to the conversation. Module names per platform
# (android / ios / webgl / …) are in the unity-cli skill.
unity install lts --module <platform-modules> --yes --accept-eula
Run that install as a background task (don't block on it). If you have nothing left to ask, it's fine to just wait — the parallelism only helps when there's a conversation to overlap.
Before creating the project, confirm the background install finished:
unity editors --installed --format json
If it failed, surface the error (see unity-cli troubleshooting) and stop — nothing downstream
works without an Editor.
Follow the unity-cli "Bootstrap a new project from scratch" workflow verbatim:
unity templates list --type core) and pick by
render pipeline, not just 2D/3D — don't guess ids. Default to URP:
com.unity.template.urp-blank ("Universal 3D") for 3D, com.unity.template.universal-2d
("Universal 2D") for 2D. com.unity.template.3d / com.unity.template.2d are the Built-in
Render Pipeline templates — deprecated from Unity 6.5, removed in 6.7 — so choose them only
when the user explicitly asks for Built-in. Confirm the pick against the JSON renderPipeline
field (blank for universal-2d on current releases, so match that one by id).unity projects create "<Name>" --path <dir> --editor-version <v> --template <id>.--git-lfs for asset-heavy games) or Unity Version Control (--vcs uvcs, which handles
large binary assets natively — no LFS), or a purely local git init + Unity .gitignore.
Publish in one step with unity projects create --vcs … --git-token-stdin --no-initial-commit
(tokens on stdin). Pass --no-initial-commit so the CLI doesn't commit the bare project
before packages and .meta files exist — you make the real first commit/check-in in Step 7.
See the unity-cli workflow for exact flags.Map the brief to a concrete package list and install it via the unity-package-management
skill (C# PackageManager Client API — never hand-edit manifest.json). Read that skill for
the genre/platform/monetization → package mapping, the installer script, and the -quit gotcha.
The template already provides the render pipeline — never add com.unity.render-pipelines.universal
to a Built-in template project (nothing assigns a URP asset; materials go pink) or vice versa.
Read the final list back to the user before installing; verify manifest.json afterward.
A fresh template renders correctly but looks like a default: no tonemapping, untouched quality
tier, flat colors. Left there, agents reach for OnGUI and guess shader names, which is where
washed-out or magenta materials come from. 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 screenshot below, both need the
project's com.unity.pipeline package. A project created in Step 4 does not have it, and Step 5
does not add it: that step installs packages by launching the Editor binary with
-batchmode -executeMethod, which never touches the package. Installing before the open is the
supported order — the install updates Packages/manifest.json, which Unity reads at project
load. Run it against an already-open project and the CLI reports
PIPELINE_MANIFEST_WRITE_FAILED; ask the user to close the Editor and re-run. Without the
package, everything below fails to connect, which looks like the Safe Mode failure unity-cli
describes but has a different cause.
Then unity open "<project-path>" (also what Step 7 needs), wait until unity status
reports the Editor ready, and apply each item below by running C# in it. unity-cli owns
those commands and their syntax — don't re-derive them here.
Items 1, 2, 5 and 6 assume a URP template, which is the Step 4 default. If the user
explicitly chose Built-in, don't run them as written: UniversalAdditionalCameraData, Light2D,
the urp-postprocessing volume framework and every Universal Render Pipeline/* shader are URP
types that do not exist there, so the generated C# won't compile. On Built-in, items 3 and 4
still apply as written, post-processing means the legacy Post Processing Stack, and the shader
names are Standard / Unlit/Color. Don't reach for migrate-birp-to-urp — the user asked for
Built-in.
renderPostProcessing = true on the main
camera's UniversalAdditionalCameraData. REQUIRED SUB-SKILL: urp-postprocessing — its
code templates create the volume and check HDR and the Volume layer mask.Light2D of type Global in the scene if the template scene has none (the Sprite-Lit shaders
render black without one). 3D → perspective; keep the template's directional light and skybox,
main-light shadows on.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.OnGUI.
REQUIRED SUB-SKILL: ui picks between them for the project.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.2d-pixel-perfect.Save the scene, then confirm both of these. Not with unity logs — that reads the CLI's own
log, never the Editor's, so it reports clean whatever the scene looks like:
unity-cli,
or read Editor.log directly — that skill's "Recovering from Safe Mode" section has the
per-platform paths.unity command screenshot --output baseline.png looks lit and tonemapped rather than flat
gray.The project is already open from Step 6, so .meta files exist. Make the first commit with
whichever VCS you set up in Step 4:
unity open "<project-path>" # only if not already open; for headless/CI use the
# "Import & save headlessly" method in unity-package-management
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 must be committed together with its .meta.git step. Generated folders are still excluded by the ignore rules.If you published via --vcs in Step 4 without --no-initial-commit, the CLI already made an
initial commit of the bare project — add a follow-up commit here rather than double-committing.
Based on Step 2 monetization, invoke the matching skill for the actual integration:
Report the project path, Editor version, render pipeline and template, installed packages, the visual baseline applied, and next steps.
unity-cli MCP server and the Package Manager. Generic genre skeletons
tend to produce throwaway mocked primitives, so this skill intentionally stops at a clean
starting point. The visual baseline (Step 6) is settings, not content.unity-cli / unity-package-management.urp-blank / universal-2d) unless Built-in was
explicitly requested; git initialized with a Unity .gitignoremanifest.json verified; no render-pipeline package added on top of the templateOnGUI), URP shader names, screenshot checked.meta files exist; first commit made; Library/ excludedmanifest.json instead of using the Client API (see unity-package-management).Library//Temp//obj//Build/, or scripts without their .meta files.android/ios; WebGL needs webgl.com.unity.template.2d / .3d because the name matches — those are the Built-in
pipeline templates. Use universal-2d / urp-blank.OnGUI and materials with Shader.Find("Standard") under URP.AFaffaan-m/ECC278k近 7 天新增 4,046 个 star
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