unity-dev
Skill44 starsChanged 22 days agoMITView on GitHub
Scaffold and batch-build Unity games from GameForge.
In this repository9 other files it gives its agents.
- 3d-asset-pipelineSkill
- blender-pipelineSkill
- game-audioSkill
- game-reverse-engineeringSkill
- game-studioSkill
- godot-devSkill
- pixel-art-pipelineSkill
- playtestingSkill
- ship-itSkill
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 1 is distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 17
Create a Unity project from GameForge assets and drive Unity in batch mode: scene setup, builds, and compiler/build error triage from the …
- Very specific: line 35
Test the WebGL build: forge_playtest target=<project>/dist/unity-webgl (pixel-only signals).
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Unity Dev Skill
Create a Unity project from GameForge assets and drive Unity in batch mode: scene setup, builds, and compiler/build error triage from the log. Live editor automation is out of scope.
When to Use
The user targets Unity, or wants the GameForge game ported to Unity.
Prerequisites
A Unity editor (Unity Hub install; auto-detected or unity_path). WebGL/Android builds need those
modules installed through Unity Hub. A Unity license must be activated on the machine.
How to Run
forge_engine engine=unity action=scaffold— writesunity/withAssets/Scripts/GameForgeTopDown.cs(runtime level builder), editor scripts, andAssets/Resources/GameForge/(assets +level.json).forge_engine engine=unity action=setup— batch-mode createsAssets/Scenes/Main.unityand build settings.forge_export target=unity:webgl(or android, windows, linux, macos) →dist/unity-<target>/.- Test the WebGL build:
forge_playtest target=<project>/dist/unity-webgl(pixel-only signals).
Quick Reference
- Errors: results list
error CS####lines; open the file:line withread_file, fix withpatch, re-run setup. - Textures under
/GameForge/import as point-filtered, uncompressed, non-power-of-two (GameForgeImport.cs). - Sprites are sliced at runtime from the atlas rects in
level.json, so no import slicing step exists.
Pitfalls
- First batch-mode open of a new project takes minutes (Library import). Don't kill it early.
- Unity 6 projects created in the Hub may default to the new Input System only: set Active Input Handling to "Both" (the template reads legacy axes).
Verification
Setup log contains GAMEFORGE_SETUP_DONE; builds return ok: true and log GAMEFORGE_BUILD Succeeded.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

