feature
Skill3 starsChanged 32 days agoMITView on GitHub
Spec-first feature development for Unity — writes a Feature Spec referencing game rule IDs, gets approval, then implements pure logic, tests, and Unity integration in that order. Use when the user says /first-playable:feature <name>.
71 other projects use a version of this.
Adopted by
Most recently taken up by
- 5hirish/ducttheir own version, first seen Nov 8, 2026
- paulocsb/worldcup-fifa-pooltheir own version, first seen Nov 8, 2026
- vocion/vocion-coretheir own version, first seen Nov 8, 2026
- jisuzzzz/haechitheir own version, first seen Nov 8, 2026
- yicheng47/runnertheir own version, first seen Nov 7, 2026
- crbnos/carbontheir own version, first seen Nov 7, 2026
Used with
Projects with it also use bug, bugfix and 9 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.
paulocsbSkillbug
Investigation playbook for fixing a bug. Walks through 5 phases: reproduce → isolate → root cause → propose fix → validate. Forces concrete reasoning with code reads, log inspection, and git blame instead of pattern-matching guesses. Use for any non-trivial defect.
Also in 8 projects that use this
team-attentionSkillbugfix
Root cause based one-shot bug fix. debugger diagnosis → requirements.md generation → /execute. /bugfix "error description" Full investigation pipeline: debugger + gap-analyzer + standard verify. QA suggestion after successful fix.
Also in 7 projects that use this
Google CloudSkillfix
Plan a remediation strategy after a test failure.
Also in 10 projects that use this
marylinSkillrecover
Recover work from a crashed or interrupted session. Use when Claude crashed mid-task, after an unexpected exit, when you see 'stale sessions detected', or when you lost context and need to figure out what was happening.
Also in 3 projects that use this
aegiswizardSkillcontext
Also in 4 projects that use this
AWSSkillmap
Map verified service capabilities against customer-provided control framework and threat model. Produces mapping-results.json, controls-catalog.md, and framework-mapping.md. Supports pluggable frameworks: CCMv4, NIST 800-53, CIS Benchmarks, ISO 27001, etc. Split into 4 focused sub-skills for better accuracy; this skill orchestrates them.
Also in 4 projects that use this
Other versions71 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 71
- crbnos/carbon★ 2.8ksame name
- aaronjmars/aeon★ 789same name
- aeonfun/aeon★ 789same name
- astashov/liftosaur★ 775same name
- me2resh/apexyard★ 542same name
- yicheng47/runner★ 490same name
- bradtraversy/coding-with-ai-course-resources★ 344same name
- garagon/nanostack★ 206same name
- DeL-TaiseiOzaki/claude-code-orchestra★ 199same name
- vide/matedroid★ 86same name
61 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
4 rules. 0 are common, 2 are distinctive, and 2 are very specific to this project.
0
Common
Most of the 65 edited versions we read keep these.
2
Distinctive
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 26
Only implement what the approved spec includes.
- Very specific: line 72
Every scene-wiring Editor script must ship with a Verify() that re-reads what it just assigned and logs the result.
- Very specific: line 78
Read references/unity-testing.md in this plugin before implementing — it covers the humble-object split (pure logic in Game.Core, thin …
- Distinctive: line 82
Follow the asmdef boundaries set up by bootstrap.
“Common” is measured: kept by at least 6 in 10 of the 65 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
Feature Spec & Implementation
You are running Phase 5 of the FirstPlayable workflow. Never implement a feature without an approved spec. The spec — not the conversation — defines what "done" means.
Order of work
read design docs (Docs/Game, Docs/Design)
→ survey related code and packages already in the project
→ write the Feature Spec (Draft)
→ user approves the spec
→ implement pure C# logic (no UnityEngine dependencies where possible)
→ EditMode tests for the pure logic
→ Unity integration (MonoBehaviours, scenes, prefabs via MCP/Editor API)
→ PlayMode tests
→ hand off to /first-playable:verifyOnly implement what the approved spec includes. If mid-implementation you discover the spec is wrong, stop, update the spec, and get re-approval — do not quietly diverge.
Feature Spec
Location: Docs/Features/<FEATURE_NAME>.md (template:
templates/features/FEATURE_SPEC.md).
# Feature: Player Movement
## Status
Draft | Approved | Implementing | Verified
## Purpose
## Player's perspective
## Referenced rules
- MOVE-001 # every behavior must trace to a GAME_RULES.md ID
## In scope
## Out of scope
## Behavior rules
## Initial tuning values
| Item | Value | Status |
|---|---:|---|
| Move speed | 5 | TEMPORARY |
## Done conditions
## EditMode tests
## PlayMode tests
## Manual play checks # things only a human can judge (feel, readability)
## Open questionsScene wiring order (recompilation drops inspector references)
Assigning inspector references and then editing scripts loses those assignments: the domain reload can null out serialized fields, and the scene looks wired while the game does nothing. Always:
edit scripts → confirm compile finished → wire the scene → save
→ read the references back and log themEvery scene-wiring Editor script must ship with a Verify() that re-reads what
it just assigned and logs the result. Cheap to write, and it catches both this
failure and typo'd lookups immediately.
Implementation rules
- Read
references/unity-testing.mdin this plugin before implementing — it covers the humble-object split (pure logic inGame.Core, thin MonoBehaviour adapters), EditMode/PlayMode test patterns, common PlayMode pitfalls, and what NOT to test. - Follow the asmdef boundaries set up by bootstrap; check them before adding code.
- Tuning values marked
TEMPORARYgo in serialized fields or configs — never scattered magic numbers. - Include the referenced rule ID in test names or descriptions
(e.g.
Move001_KnockbackSuppressesInput). - Scene/Prefab changes go through Unity MCP or Editor API only.
Default feature order (from DEVELOPMENT_ORDER.md)
input → movement → camera → core action → interaction targets → win/lose → restart
One feature per invocation. Finish and verify before starting the next.
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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.

