bootstrap
Skill3 starsChanged 32 days agoMITView on GitHub
Safely sets up a Unity 6 project for the FirstPlayable workflow — preflight checks, folder structure, scenes, asmdefs, and a project CLAUDE.md. Always dry-runs first. Use when the user says /first-playable:bootstrap.
70 other projects use a version of this.
Adopted by
Most recently taken up by
- victorbeppler/claude-bootstraptheir own version, first seen Nov 8, 2026
- zedarvates/frugal-skillstheir own version, first seen Nov 8, 2026
- joi-fairshare/agentic-workflowtheir own version, first seen Nov 8, 2026
- renzrollon/interlocktheir own version, first seen Nov 5, 2026
- ArcticFox2029/chamnantheir own version, first seen Nov 5, 2026
- enocgit/sdlc-kittheir own version, first seen Nov 1, 2026
Used with
Projects with it also use surprise-me, ppt-generation and 10 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.
stophobiaSkillsurprise-me
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HK-hubSkillppt-generation
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HK-hubSkillconsulting-analysis
Use this skill when the user requests to generate, create, or write professional research reports including but not limited to market analysis, consumer insights, brand analysis, financial analysis, industry research, competitive intelligence, investment due diligence, or any consulting-grade analytical report. This skill operates in two phases — (1) generating a structured analysis framework with chapter skeleton, data query requirements, and analysis logic, and (2) after data collection by other skills, producing the final consulting-grade report with structured narratives, embedded charts, and strategic insights.
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MicrosoftSkillpodcast-generation
Generate AI-powered podcast-style audio narratives using Azure OpenAI's GPT Realtime Mini model via WebSocket. Use when building text-to-speech features, audio narrative generation, podcast creation from content, or integrating with Azure OpenAI Realtime API for real audio output. Covers full-stack implementation from React frontend to Python FastAPI backend with WebSocket streaming.
Also in 3 projects that use this
VercelSkillvercel-deploy
Deploy applications and websites to Vercel with a claimable preview. Use when the user requests deployment actions like "deploy my app", "deploy and give me the link", "push this live", or "create a preview deployment". No authentication required - returns preview URL and claimable deployment link.
Also in 4 projects that use this
- +1 more from HK-hub
Other versions70 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 70
- bytedance/deer-flow★ 85ksame name
- mozilla-mobile/firefox-ios★ 13ksame name
- openai/plugins★ 7.8ksame name
- modelscope/OpenJudge★ 1.1ksame name
- agentscope-ai/OpenJudge★ 1.1ksame name
- iovisor/ubpf★ 996same name
- stophobia/deerflow2.0-enhanced★ 821same name
- infragate/capa★ 718same name
- EvovexAI/EvoFlow★ 612same name
- vercel/vercel-plugin★ 328same name
60 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.
The file
We split this skill into the rules it gives an agent
6 rules. 0 are common, 2 are distinctive, and 4 are very specific to this project.
0
Common
Most of the 62 edited versions we read keep these.
2
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 12
Before doing real work, read references/unity-setup.md in this plugin — it has the detailed editor-settings checks, asmdef dependency …
- Distinctive: line 22
Never overwrite an existing file without explicit consent.
- Very specific: line 25
Never touch Assets/ThirdParty originals, never delete or regenerate .meta files, never remove packages.
- Distinctive: line 37
Test Framework package present?
- Very specific: line 57
PlayerSettings.runInBackgroundmust betrue: When the Editor is not focused — which is *always* the case while an agent drives it over … - Very specific: line 71
Ask which mode fits (default Standard):
“Common” is measured: kept by at least 6 in 10 of the 62 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
Unity Project Bootstrap
You are running Phase 4 of the FirstPlayable workflow: preparing a Unity project. Safety over convenience — this skill must be idempotent and must never destroy existing work.
Before doing real work, read references/unity-setup.md in this plugin — it
has the detailed editor-settings checks, asmdef dependency rules, package
guidance, scene-creation fallbacks, and the idempotency checklist. Ready-made
asmdef JSON files, a Unity .gitignore, and the PROJECT_STATUS.md template
are in templates/unity/.
Hard rules
- Show the full plan of changes (dry-run) and get user approval before creating or modifying anything.
- Never overwrite an existing file without explicit consent.
- Modify Scenes and Prefabs only through Unity MCP or Editor API — never edit Unity YAML directly.
- Never touch
Assets/ThirdPartyoriginals, never delete or regenerate.metafiles, never remove packages. - Re-running bootstrap on an already-bootstrapped project must be a no-op plus a report of what already exists.
Preflight checks
Report each as pass/fail/unknown before proposing changes:
- Is this a Unity project? Which Unity version? (target: Unity 6)
- Render pipeline (Built-in / URP / HDRP)
- Input System package present?
- Test Framework package present?
- Cinemachine in use?
- Git repository and a Unity-appropriate
.gitignore? - Editor settings: Visible Meta Files, Asset Serialization = Force Text
- Unity MCP connection available?
- Unity CLI available (
unity --version)? If so: signed in (unity auth status --json→loggedIn)?com.unity.pipelinepresent for live control? Not signed in means headless tests fail on licensing andunity openstalls silently at Hub sign-in — seereferences/unity-cli.md§1. Sign-in is the user's to do (browser OAuth). - Existing scenes and asmdefs that could conflict
Starting from nothing (no Unity project yet)? That is out of scope here —
hand off to Unity's own new-unity-project skill, then run bootstrap on the
result. Game already in development (real code, its own folder layout)? Use
/first-playable:adopt instead. It runs only the preflight and blocking checks
below and never imposes this skill's folder structure.
Blocking checks (fix these, don't just warn)
PlayerSettings.runInBackground must be true. When the Editor is not
focused — which is always the case while an agent drives it over MCP — play
mode does not advance frames. Every runtime observation then silently reports
stale values, and verification reports come out confidently wrong. Set it,
confirm by reading it back, and record it in Docs/PROJECT_STATUS.md.
Install the play-mode marker. Copy templates/unity/PlayModeMarker.cs to
Assets/_Game/Scripts/Editor/PlayModeMarker.cs. It writes
Temp/firstplayable_playmode during play mode so the unity-guard hook can
block script edits that would otherwise deadlock the MCP bridge (deferred
recompile ⇄ isCompiling guard — only a human pressing Stop breaks it).
Project modes
Ask which mode fits (default Standard):
| Mode | For | Structure |
| Prototype | game jams, quick validation | minimal folders, single asmdef, minimal docs |
| Standard | solo / small team | Core, Gameplay, Presentation, Tests split |
| Modular | long-term / team | per-feature module asmdefs |
What gets created (Standard)
Assets/
├─ _Game/
│ ├─ Art/ Audio/ Configs/ Prefabs/
│ ├─ Scenes/
│ │ ├─ Bootstrap/ # init & shared services
│ │ ├─ Gameplay/ # FirstPlayable scene lives here
│ │ └─ Test/ # Sandbox + automated/manual verification
│ ├─ Scripts/
│ │ ├─ Core/ Gameplay/ Presentation/ Infrastructure/ Editor/
│ └─ Tests/
│ ├─ EditMode/
│ └─ PlayMode/
└─ ThirdParty/Plus, at the project root:
CLAUDE.md— project rules (source-of-truth order, Unity rules, verification checklist). Use this plugin'stemplates/CLAUDE.project.mdas the base. If a CLAUDE.md already exists, propose a merged diff instead of replacing it.Docs/PROJECT_STATUS.md— current phase, what is playable, what is next.Assets/_Game/Scripts/Editor/PlayModeMarker.cs— fromtemplates/unity/PlayModeMarker.cs(see Blocking checks above).
Completion
Done when the structure exists, preflight issues are either fixed or explicitly
accepted by the user, and CLAUDE.md is in place. Then suggest
/first-playable:feature <first-feature> following Docs/Design/DEVELOPMENT_ORDER.md.
Does it work?
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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.

