setup-engine
Skill1 starsChanged 26 days agoMITView on GitHub
Configure engine and version. Pins it in CLAUDE.md; WebSearch fills reference docs when the version is beyond LLM training data.
12 other projects use a version of this, 3 of them edited.
Adopted by
Most recently taken up by
- striderZA/OpenCodeGameStudiostheir own version, first seen Nov 4, 2026
- Donchitos/Claude-Code-Game-Studiosedited, first seen Oct 19, 2026
- ShiningPlague/shiningplague-studiotheir own version, first seen Oct 11, 2026
- scotidev/GameDevStudioedited, 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
Other versions12 projects use a version of this.
Word for word · 0
None found.
Edited · 3
- Donchitos/Claude-Code-Game-Studios★ 27k96% same
- CoralGame/Claude-Code-Game-Studios★ 1916% same
- scotidev/GameDevStudio★ 115% same
Wrote their own version · 9
- pixel-cellar/Claude-Code-Game-Studios★ 324same name
- striderZA/OpenCodeGameStudios★ 118same 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
- ShiningPlague/shiningplague-studio★ 0same 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 repository153 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CCGS Skill Testing Framework/CLAUDE.mdCLAUDE.md
- CLAUDE.mdCLAUDE.md
- design/CLAUDE.mdCLAUDE.md
- docs/CLAUDE.mdCLAUDE.md
- src/CLAUDE.mdCLAUDE.md
- adoptSkill
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- retrospectiveSkill
- reverse-documentSkill
- review-all-gddsSkill
- scope-checkSkill
- security-auditSkill
- settingsSkill
- setup-engineSkill
- skill-improveSkill
- skill-testSkill
- smoke-checkSkill
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- The first 60 shown.
The file
Show its rules and text
We split this skill into the rules it gives an agent
16 rules. 1 is common, 12 are distinctive, and 3 are very specific to this project.
1
Common
Most of the 11 edited versions we read keep these.
12
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
- Common: line 12
When this skill is invoked:
- Very specific: line 25
If the block did not render (shell preprocessing disabled), assume minimal (the default).
- Distinctive: line 77
Ask: "May I add a Version Awareness section to the engine specialist agent files?" before making any edits.
- Distinctive: line 85
Check deprecated APIs before suggesting code
- Distinctive: line 86
Check breaking changes for relevant version transitions
- Distinctive: line 87
Use WebSearch to verify uncertain APIs
- Very specific: line 93
If invoked as /setup-engine refresh:
- Very specific: line 95
Read the existing docs/engine-reference/<engine>/VERSION.md to get the current engine and version
- Distinctive: line 97
Use WebSearch to check for:
- Distinctive: line 101
Update all reference docs with new findings
- Distinctive: line 102
Update "Last verified" dates on all modified files
- Distinctive: line 117
NEVER guess an engine version — always verify via WebSearch or user confirmation
- Distinctive: line 121
NEVER overwrite existing reference docs without asking — append or update
- Distinctive: line 122
If reference docs already exist for a different engine, ask before replacing
- Distinctive: line 123
Always show the user what you're about to change before making CLAUDE.md edits
- Distinctive: line 124
If WebSearch returns ambiguous results, show the user and let them decide
“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
Engine Setup
When this skill is invoked:
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys workflow
Tier awareness. The workflow tier resolved above governs which design
artifact this skill expects and the finish path it recommends in §12:
minimal— the design artifact is the one-pagedesign/game-brief.md(no GDDs, systems decomposition, or per-system design at this tier)./setup-engineruns first in the minimal path, so a missing brief here is normal, not a gap. The finish path is the 4-step floor.standard/full— the design artifact isdesign/gdd/game-concept.mdand the finish path is the full pipeline.
If the block did not render (shell preprocessing disabled), assume minimal (the default).
1. Parse Arguments
Four modes:
- Full spec:
/setup-engine godot 4.6— engine and version provided - Engine only:
/setup-engine unity— engine provided, version will be looked up - No args:
/setup-engine— fully guided mode (engine recommendation + version) - Refresh:
/setup-engine refresh— update reference docs (see Section 10) - Upgrade:
/setup-engine upgrade [old-version] [new-version]— migrate to a new engine version (see Section 11)
2. Guided Mode (No Arguments)
Read references/2-guided-mode.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
3. Look Up Current Version
Read references/3-version.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
4. Update CLAUDE.md Technology Stack
Read references/4-claude-md-stack.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
5. Populate Technical Preferences
Read references/5-technical-preferences.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
5.5 Populate project.yaml (Primary Config Store)
Read references/5.5-project-yaml.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
6. Determine Knowledge Gap
Read references/6-knowledge-gap.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
7. Populate Engine Reference Docs
Read references/7-reference-docs.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
7.5 Scaffold the Engine Project
Read references/7.5-scaffold.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
8. Verify the CLAUDE.md Import
Read references/8-verify.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
9. Update Agent Instructions
Ask: "May I add a Version Awareness section to the engine specialist agent files?" before making any edits.
For the chosen engine's specialist agents, verify they have a "Version Awareness" section. If not, add one following the pattern in the existing Godot specialist agents.
The section should instruct the agent to:
- Read
docs/engine-reference/<engine>/VERSION.md - Check deprecated APIs before suggesting code
- Check breaking changes for relevant version transitions
- Use WebSearch to verify uncertain APIs
10. Refresh Subcommand
If invoked as /setup-engine refresh:
- Read the existing
docs/engine-reference/<engine>/VERSION.mdto get the current engine and version - Use WebSearch to check for:
- New engine releases since last verification
- Updated migration guides
- Newly deprecated APIs
- Update all reference docs with new findings
- Update "Last verified" dates on all modified files
- Report what changed
11. Upgrade Subcommand
Read references/11-upgrade.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
12. Output Summary
Read references/12-output-summary.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Guardrails
- NEVER guess an engine version — always verify via WebSearch or user confirmation
project.yamlis the primary config store (v1.1). Always dual-write engine config to BOTHproject.yaml(primary) andtechnical-preferences.md(legacy mirror). If the two ever diverge,project.yamlis authoritative.- NEVER overwrite existing reference docs without asking — append or update
- If reference docs already exist for a different engine, ask before replacing
- Always show the user what you're about to change before making CLAUDE.md edits
- If WebSearch returns ambiguous results, show the user and let them decide
- When the user chose GDScript: copy the GDScript CLAUDE.md template from A1 in
references/godot-language-config.mdexactly. NEVER add "C++ via GDExtension" to the Language field. GDScript projects may use GDExtension, but it is not a primary project language. Thegodot-gdextension-specialistin the routing table is available for when native extensions are needed — it does not make C++ a project language.
Appendix A — Godot Language Configuration
Moved out of this file so it costs nothing on non-Godot runs.
When the chosen engine is Godot, read
references/godot-language-config.md
and use the subsection for the chosen language:
- A1 — CLAUDE.md Technology Stack templates (GDScript / C# / Both)
- A2 — naming conventions
- A3 — engine specialist routing and file-extension tables
Load discipline. On any engine other than Godot, never load it — nothing in Sections 4, 5 or 5.5 needs it, and reading it anyway spends the tokens the split exists to save. On Godot, read it once when you first reach Section 4 and keep using it for Sections 5 and 5.5; do not re-read it at each reference.
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