update-branch
Skill3 starsChanged 2 months agoMITView on GitHub
Merge the repo's default branch (main) into the current feature branch, auto-resolving the two known version-bump conflict spots (bundleVersion in ProjectSettings.asset, "version" in game_settings.json) and stopping to report anything else that needs manual resolution. Load when the user asks to update/sync/merge main into the current branch, or resolve a merge conflict caused by the version bump.
4 other projects use a version of this.
Adopted by
Most recently taken up by
- henrilhos/skillstheir own version, first seen Oct 17, 2026
- azborgonovo/ai-skillstheir own version, first seen Oct 13, 2026
- rhesis-ai/rhesistheir own version, first seen Oct 8, 2026
- tomimor/skillstheir own version, first seen Jun 26, 2026
Other versions4 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 4
- rhesis-ai/rhesis★ 404same name
- tomimor/skills★ 2same name
- azborgonovo/ai-skills★ 1same name
- henrilhos/skills★ 1same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository45 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .cursor/rules/issue-clarification-questions.mdcCursor rule
- .cursor/rules/reset-font-assets.mdcCursor rule
- .cursor/rules/src-dotnet-build-release.mdcCursor rule
- .cursor/rules/unity-plugins-before-work.mdcCursor rule
- codex-issueSkill
- commitSkill
- complete-prdSkill
- dependency-docsSkill
- dotnet-buildSkill
- dotnet-testSkill
- generate-imageSkill
- implementSkill
- meeting-joinSkill
- meeting-scheduleSkill
- meeting-startSkill
- plan-reviewSkill
- planSkill
- prSkill
- specifySkill
- unity-e2e-runSkill
- unity-pluginsSkill
- add-terminal-commandSkill
- dependency-docsSkill
- dotnet-benchmarkSkill
- dotnet-buildSkill
- dotnet-testSkill
- end-game-score-calibrationSkill
- flag-assetsSkill
- github-issue-automationSkill
- image-generationSkill
- localizationSkill
- meeting-joinSkill
- meeting-scheduleSkill
- meeting-startSkill
- milestone-completeSkill
- province-config-generatorSkill
- unity-e2e-runSkill
- unity-pluginsSkill
- unity-prefabsSkill
- unity-scenesSkill
- cursor-meeting-joinSkill
- cursor-meeting-startSkill
- unity-pluginsSkill
The file
We split this skill into the rules it gives an agent
4 rules. 0 are common, 1 is distinctive, and 3 are very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 21
Don't run this on the default branch itself.
- Very specific: line 48
If git diff HEAD^2 HEAD^1...HEAD --name-only (i.e.
- Very specific: line 59
Read both conflicting versions out of the conflict markers: bundleVersion: X.YYY_ours / X.YYY_theirs, and "version": "X.YYY_ours" / …
- Very specific: line 80
If they are merely dirty and not conflicted, git restore --worktree --staged -- "Assets/UI/Fonts/*.asset" instead.
“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Update Branch
Keeps a feature branch current with main without the two version-bump lines
turning into a manual chore every time — /commit bumps
ProjectSettings/ProjectSettings.asset's bundleVersion and
Assets/Configs/game_settings.json's "version" on every commit (see
.claude/commands/commit.md), so merging in main after any other branch has also
committed almost always conflicts on exactly those two lines. This skill resolves
that specific, well-understood conflict automatically and leaves everything else for
a human (or a follow-up review) to look at.
Preconditions
git status --porcelainmust be empty. If there are uncommitted changes, stop and ask the user to commit or stash first — do not merge on top of a dirty tree.- Don't run this on the default branch itself.
git branch --show-current— if it equals the default branch (see below), tell the user there's nothing to update into and stop.
Steps
git fetch origin- Resolve the default branch name:
git symbolic-ref --short refs/remotes/origin/HEAD(strip theorigin/prefix), falling back to whichever ofmain/masterexists locally if that ref isn't set. git merge origin/<default-branch> --no-edit- If the merge succeeds with no conflicts, report the resulting commit (or "already up to date") and stop — nothing else to do.
- If the merge conflicts, inspect
git status --porcelainforUU(andAA/DUas applicable) entries:ProjectSettings/ProjectSettings.assetconflicting only on thebundleVersion:line, and/orAssets/Configs/game_settings.jsonconflicting only on the"version":line — auto-resolve per "Version conflict resolution" below.Assets/UI/Fonts/*.asset— auto-resolve per "Font asset conflict resolution" below unless the user explicitly asked to keep a font-asset change.- Any other conflicted file — leave it as-is. Do not attempt to resolve ordinary code/content conflicts automatically; list every remaining conflicted file for the user and stop with the merge still in progress (do not commit a partial resolution).
- Once every conflicted file has been resolved (auto or by the user) and none remain
in
git status --porcelain,git addthe resolved files andgit commit --no-editto complete the merge. - If
git diff HEAD^2 HEAD^1...HEAD --name-only(i.e. whatmainbrought in) touchessrc/, remind the user to run/dotnet-build Release(or theunity-pluginsskill) so localAssets/Plugins/Core/DLLs match the merged sources. Do not commit those DLLs.
Version conflict resolution
Both files use the same X.YYY scheme (X = human-set milestone, YYY = plain
counter — see .claude/commands/commit.md for the full rule: never touch X,
never treat X.YYY as a decimal).
- Read both conflicting versions out of the conflict markers:
bundleVersion: X.YYY_ours/X.YYY_theirs, and"version": "X.YYY_ours"/"X.YYY_theirs". - If
Xdiffers between the two sides, stop and ask the user — that means a human bumped the milestone on one side, and picking automatically would be wrong. - Otherwise the merge is combining two independent
YYY + 1bumps (ours from this branch's last/commit, theirs from whatever landed onmainsince). Resolve toX.{max(YYY_ours, YYY_theirs) + 1}— this preserves both increments instead of silently dropping one side's bump. - Replace the conflict block (
<<<<<<< HEAD...=======...>>>>>>> origin/<default-branch>) with the single resolved line in both files, keeping existing formatting (two-space indent and no quotes forbundleVersion:; quoted for"version":). git addboth files once resolved.
Font asset conflict resolution
Unity dirties Assets/UI/Fonts/*.asset (dynamic SDF atlas data). Unless the user
explicitly asked to keep a font-asset change on this branch:
- Take the incoming default-branch copy:
git checkout origin/<default-branch> -- "Assets/UI/Fonts/*.asset". git addthose files.- If they are merely dirty and not conflicted,
git restore --worktree --staged -- "Assets/UI/Fonts/*.asset"instead.
Notes
- This only ever auto-resolves the version-bump lines and font
.assetatlas noise — it never touches a conflict in gameplay/config/script content, even a trivial-looking one. When in doubt, leave it for the user. Assets/Plugins/Core/*.dllare gitignored. A merge will not conflict on them. After mergingsrc/changes, regenerate locally with/dotnet-build Releaseor theunity-pluginsskill — do not commit the binaries. If an old merge still lists those DLLs as untracked/modified, leave them unstaged.
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Now do this for your own.
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