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DECRUX9812DECRUX9812/hermes-plugin-gameforge/skills/unity-dev/SKILL.md

unity-dev

Skill44 starsChanged 22 days agoMITView on GitHub

Scaffold and batch-build Unity games from GameForge.

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
  1. Distinctive:

    Create a Unity project from GameForge assets and drive Unity in batch mode: scene setup, builds, and compiler/build error triage from the …

    line 17
  2. Very specific:

    Test the WebGL build: forge_playtest target=<project>/dist/unity-webgl (pixel-only signals).

    line 35

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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

  1. forge_engine engine=unity action=scaffold — writes unity/ with Assets/Scripts/GameForgeTopDown.cs (runtime level builder), editor scripts, and Assets/Resources/GameForge/ (assets + level.json).
  2. forge_engine engine=unity action=setup — batch-mode creates Assets/Scenes/Main.unity and build settings.
  3. forge_export target=unity:webgl (or android, windows, linux, macos) → dist/unity-<target>/.
  4. 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 with read_file, fix with patch, 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.

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