setup-engine
Skill0 starsChanged 4 months agoMITView on GitHub
Use when setting up the engine for a new project or reconfiguring engine settings. Populates technical-preferences.md, validates project.godot, and ensures engine reference docs exist. ShiningPlague-adopted: full implementation with engine-version validation and autoload registry coverage check.
12 other projects use a version of this.
Adopted by
Most recently taken up by
- striderZA/OpenCodeGameStudiostheir own version, first seen Nov 4, 2026
- Donchitos/Claude-Code-Game-Studiostheir own version, first seen Oct 19, 2026
- venus2099/codex-game-studiostheir own version, first seen Oct 17, 2026
- scotidev/GameDevStudiotheir own version, first seen Oct 9, 2026
- HunLuanZhiZhu/Game-Studios-Plugintheir own version, first seen Oct 5, 2026
- dawn840705/claude-code-studiostheir own version, first seen Aug 28, 2026
Used with
Projects with it also use soak-test, team-live-ops and 1 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
lilangMaxSkillsoak-test
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
Also in 8 projects that use this
lilangMaxSkillteam-live-ops
Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.
Also in 8 projects that use this
- +1 more from lilangMax
Other versions12 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 12
- Donchitos/Claude-Code-Game-Studios★ 27ksame name
- pixel-cellar/Claude-Code-Game-Studios★ 324same name
- striderZA/OpenCodeGameStudios★ 118same name
- CoralGame/Claude-Code-Game-Studios★ 19same name
- dawn840705/codex-code-studios★ 17same name
- lilangMax/ClaudeCodeGameStudios★ 8same name
- hongyuanc/codex-game-studios★ 5same name
- ailess-lab/CCFG★ 2same name
- dawn840705/claude-code-studios★ 1same name
- HunLuanZhiZhu/Game-Studios-Plugin★ 1same name
2 more not listed
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 repository68 other files it gives its agents.
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- team-polishSkill
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
7 rules. 0 are common, 3 are distinctive, and 4 are very specific to this project.
0
Common
Most of the 11 edited versions we read keep these.
3
Distinctive
This author's own choices. Worth a look.
4
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 29
Read project.godot → config/features for engine version
- Very specific: line 41
If docs/engine-reference/<engine>/VERSION.md is absent, offer to create the folder and seed VERSION.md with: engine name, exact pinned …
- Distinctive: line 49
If the designer declines, say so plainly and move on.
- Very specific: line 53
Read .claude/docs/technical-preferences.md.
- Distinctive: line 64
Check that the expected directory structure exists:
- Very specific: line 70
Read project.godot autoloads section
- Distinctive: line 78
After initial setup, re-run only if the engine version changes or project.godot drifts.
“Common” is measured: kept by at least 6 in 10 of the 11 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
Setup Engine
🌱 ShiningPlague-adopted. Originally Donchitos (barebones stub); battle-tested on a shipped Godot project. Upstream was a pointer-only file; this version is the full implementation — engine version validation, technical-preferences.md check, project structure check, autoload coverage.
Engine configuration and validation for {{ENGINE_VERSION}}. Run at project setup; this skill formalises the process for reproducibility.
If an artifact named here is absent: say so plainly in one line, skip that step, and continue. Never invent the file to satisfy a checklist, and never fail a close because an optional artifact was never created.
Procedure
1. Verify Engine Version
- Read
project.godot→config/featuresfor engine version - Cross-check
.claude/docs/technical-preferences.md→ engine version field - Cross-check
docs/engine-reference/<engine>/VERSION.mdif the project has one (see step 2 -- the template never ships this library) - Flag any version mismatches
2. Establish the engine reference library
docs/engine-reference/<engine>/ is the project's pinned-version knowledge base:
what the engine actually does in the version this project ships on, which beats a
model's training data whenever the two disagree. The template never ships it --
it is engine- and version-specific, so it can only be written per project.
- If
docs/engine-reference/<engine>/VERSION.mdis absent, offer to create the folder and seedVERSION.mdwith: engine name, exact pinned version, the release date, and a one-line note on which parts of that version post-date the model's training data. - Offer three companion notes alongside it, created empty and filled in as the
project hits each issue:
deprecated-apis.md,breaking-changes.md,current-best-practices.md. Amodules/subfolder holds per-domain notes underdocs/engine-reference/<engine>/modules/, added the same way. - If the designer declines, say so plainly and move on. The library is optional: every skill and agent that reads it must degrade when it is absent.
3. Validate technical-preferences.md
Read .claude/docs/technical-preferences.md. All fields must be populated:
- Engine + version
- Language (GDScript)
- Architecture patterns (singleton autoloads, signals, resources)
- Naming conventions
- Testing approach
- Performance targets
Flag any blank fields.
4. Validate Project Structure
Check that the expected directory structure exists:
src/(scripts),scenes/(tscn),data/(JSON content)data/_schemas/(schemas),addons/(editor plugins)docs/(documentation),production/(PM state)
5. Validate Autoloads
- Read
project.godotautoloads section - Cross-check each against
data/_schemas/system_registry.json - Flag any autoload not in registry (registry coverage check)
6. Output
Report: engine health status, any mismatches or missing config.
Re-Run Guidance
After initial setup, re-run only if the engine version changes or project.godot drifts.
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Your trail
Files you open will collect here, so you can find them again.
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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.

