new-unity-project
Guides creating a new Unity project, gathering concept, platforms, and monetization before setting up the project, source control, and packages. Use when the user asks to start a new game or prototype.
How do I install this agent skill?
npx skills add https://github.com/unity-technologies/skills --skill new-unity-projectIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill facilitates the creation and configuration of Unity projects using the vendor's command-line tools. It follows a guided workflow that gathers project details from the user and applies them through shell commands and generated scripts. A low-severity finding is noted regarding the potential for indirect prompt injection where user-supplied project names are used in shell commands without explicit sanitization instructions.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
New Unity Project
A guided flow from an idea to a running, version-controlled Unity project. This skill owns the flow — the questions, their ordering, running slow installs in the background while you ask, and the handoffs. It deliberately does not re-document commands; it delegates the mechanics to other skills.
Delegates to (read these for the actual commands — don't reinvent them):
unity-cli— CLI install, auth/license, Editor install, project creation, source control, opening the project. Its "Bootstrap a new project from scratch" workflow is the backbone here.unity-package-management— installing packages via the C# PackageManager Client API, and choosing packages by genre / platform / monetization.urp-postprocessing,ui,2d-pixel-perfect— the visual baseline (Step 6): post-processing volume setup, HUD framework choice, pixel-perfect 2D.implement-in-app-purchases,levelplay-unity-integration,build-live-game— monetization / backend integration (invoked at the end).
Work one step at a time. Ask only the current step's questions and wait for the user before moving on — platform and monetization answers change what you install, so don't gather everything up front or scaffold before they're settled.
The flow — and where the parallelism is
- Concept — what they're building.
- Platforms & monetization — then, as soon as platforms are known, kick off the Editor install in the background (it takes minutes) and keep talking.
- (joins) Editor + platform modules finish installing.
- Project + source control — create from a URP template matching 2D/3D; init git.
- Packages — install via the C# Client API.
- Visual baseline — post-processing, camera, quality tier, UI stack, pipeline-correct shaders, so the first frame doesn't look like an untouched template.
- Save & first commit.
- Hand off monetization / backend.
The whole point of a guided flow over a raw recipe: the multi-minute Editor install overlaps the minutes the user spends answering concept questions, so setup feels instant.
Step 1 — Concept
Use AskUserQuestion so the user can pick fast, but let them answer freely too. Cover:
- Genre / core loop — platformer, top-down shooter, puzzle, idle, RPG, racing, card, tower defense, sim, hyper-casual, first-person, etc.
- Dimension & look — 2D or 3D; art style (pixel, low-poly, stylized, realistic, UI-only).
- Gameplay — the one-sentence "what the player does moment to moment."
- Scope — single-screen prototype vs. multi-scene game; single-player or multiplayer.
Also settle on a project name. Write a 2–4 line project brief, read it back to confirm. The brief drives template choice (Step 4), packages (Step 5) and the visual baseline (Step 6): note the palette / mood words the user gives, and whether the look is pixel art.
Step 2 — Platforms & monetization, then start installing
Two decisions, because both change what you install:
- Target platforms (multi-select): Desktop (Win/macOS/Linux), Mobile (iOS/Android), WebGL, Console. These map to Editor modules (Step 3) and argue for leaner packages on mobile/WebGL.
- Monetization: none / premium / in-app purchases / ads / mix. This only decides which handoff skill you invoke in Step 8 — don't integrate it now.
Confirm the Editor version to use (default: latest LTS — see unity-cli for the LTS vs. Tech
vs. beta trade-off). Ask this now, before kicking off the install, so you don't install the
wrong one.
Then confirm prerequisites and launch the Editor install as a background task so it runs while
you continue. See the unity-cli skill for exact syntax, module names per platform, and auth /
license setup:
unity --version
unity auth status --format json # if signed out: unity auth login
unity license status --format json # if none active: unity license activate
# Start in the BACKGROUND, then go straight back to the conversation. Module names per platform
# (android / ios / webgl / …) are in the unity-cli skill.
unity install lts --module <platform-modules> --yes --accept-eula
Run that install as a background task (don't block on it). If you have nothing left to ask, it's fine to just wait — the parallelism only helps when there's a conversation to overlap.
Step 3 — Join: Editor ready
Before creating the project, confirm the background install finished:
unity editors --installed --format json
If it failed, surface the error (see unity-cli troubleshooting) and stop — nothing downstream
works without an Editor.
Step 4 — Create the project + source control
Follow the unity-cli "Bootstrap a new project from scratch" workflow verbatim:
- List the real template ids the Editor offers (
unity templates list --type core) and pick by render pipeline, not just 2D/3D — don't guess ids. Default to URP:com.unity.template.urp-blank("Universal 3D") for 3D,com.unity.template.universal-2d("Universal 2D") for 2D.com.unity.template.3d/com.unity.template.2dare the Built-in Render Pipeline templates — deprecated from Unity 6.5, removed in 6.7 — so choose them only when the user explicitly asks for Built-in. Confirm the pick against the JSONrenderPipelinefield (blank for universal-2d on current releases, so match that one by id). - Create with
unity projects create "<Name>" --path <dir> --editor-version <v> --template <id>. - Set up source control — ask the user which they want, don't assume: Git (GitHub / GitLab;
add
--git-lfsfor asset-heavy games) or Unity Version Control (--vcs uvcs, which handles large binary assets natively — no LFS), or a purely localgit init+ Unity.gitignore. Publish in one step withunity projects create --vcs … --git-token-stdin --no-initial-commit(tokens on stdin). Pass--no-initial-commitso the CLI doesn't commit the bare project before packages and.metafiles exist — you make the real first commit/check-in in Step 7. See theunity-cliworkflow for exact flags.
Step 5 — Packages
Map the brief to a concrete package list and install it via the unity-package-management
skill (C# PackageManager Client API — never hand-edit manifest.json). Read that skill for
the genre/platform/monetization → package mapping, the installer script, and the -quit gotcha.
The template already provides the render pipeline — never add com.unity.render-pipelines.universal
to a Built-in template project (nothing assigns a URP asset; materials go pink) or vice versa.
Read the final list back to the user before installing; verify manifest.json afterward.
Step 6 — Visual baseline
A fresh template renders correctly but looks like a default: no tonemapping, untouched quality
tier, flat colors. Left there, agents reach for OnGUI and guess shader names, which is where
washed-out or magenta materials come from. Apply this floor before any gameplay work.
First, unity pipeline install --project-path "<project-path>", before opening the
Editor. Running C# in the Editor, and unity command screenshot below, both need the
project's com.unity.pipeline package. A project created in Step 4 does not have it, and Step 5
does not add it: that step installs packages by launching the Editor binary with
-batchmode -executeMethod, which never touches the package. Installing before the open is the
supported order — the install updates Packages/manifest.json, which Unity reads at project
load. Run it against an already-open project and the CLI reports
PIPELINE_MANIFEST_WRITE_FAILED; ask the user to close the Editor and re-run. Without the
package, everything below fails to connect, which looks like the Safe Mode failure unity-cli
describes but has a different cause.
Then unity open "<project-path>" (also what Step 7 needs), wait until unity status
reports the Editor ready, and apply each item below by running C# in it. unity-cli owns
those commands and their syntax — don't re-derive them here.
Items 1, 2, 5 and 6 assume a URP template, which is the Step 4 default. If the user
explicitly chose Built-in, don't run them as written: UniversalAdditionalCameraData, Light2D,
the urp-postprocessing volume framework and every Universal Render Pipeline/* shader are URP
types that do not exist there, so the generated C# won't compile. On Built-in, items 3 and 4
still apply as written, post-processing means the legacy Post Processing Stack, and the shader
names are Standard / Unlit/Color. Don't reach for migrate-birp-to-urp — the user asked for
Built-in.
- Post-processing. Global Volume with Tonemapping (ACES), low Bloom (intensity 0.5–1,
threshold 0.9) and a subtle Vignette (≈ 0.25); set
renderPostProcessing = trueon the main camera'sUniversalAdditionalCameraData. REQUIRED SUB-SKILL:urp-postprocessing— its code templates create the volume and check HDR and the Volume layer mask. - Camera and light. 2D → orthographic, solid background color from the brief's palette, and
a
Light2Dof type Global in the scene if the template scene has none (the Sprite-Lit shaders render black without one). 3D → perspective; keep the template's directional light and skybox, main-light shadows on. - Quality tier. Read
QualitySettings.namesfirst — tier names differ per template — thenQualitySettings.SetQualityLevelto the one matching the primary target: the highest tier for desktop, the lowest for mobile/WebGL. Leave color space Linear and the Input System as the template set them. - UI stack. HUD and menus use a uGUI Canvas + TextMeshPro or UI Toolkit — never
OnGUI. REQUIRED SUB-SKILL:uipicks between them for the project. - Materials and shaders. Under URP use
Universal Render Pipeline/Lit,…/Unlit,…/2D/Sprite-Lit-Defaultor…/2D/Sprite-Unlit-Default.StandardandUnlit/Colorrender pink or washed out under URP. PreferGraphicsSettings.currentRenderPipeline.defaultMaterial/.default2DMaterialoverShader.Find, and treat anullfromShader.Findas an error.currentRenderPipeline, notdefaultRenderPipeline: a quality tier can carry its own pipeline asset, and item 3 above just set the tier. - Pixel art only. Point filter mode on sprites and a Pixel Perfect Camera — see
2d-pixel-perfect.
Save the scene, then confirm both of these. Not with unity logs — that reads the CLI's own
log, never the Editor's, so it reports clean whatever the scene looks like:
- No render-pipeline or shader errors Editor-side. Read the Editor console through
unity-cli, or readEditor.logdirectly — that skill's "Recovering from Safe Mode" section has the per-platform paths. unity command screenshot --output baseline.pnglooks lit and tonemapped rather than flat gray.
Step 7 — Save & first commit
The project is already open from Step 6, so .meta files exist. Make the first commit with
whichever VCS you set up in Step 4:
unity open "<project-path>" # only if not already open; for headless/CI use the
# "Import & save headlessly" method in unity-package-management
- Git (GitHub / GitLab / local):
Everycd "<project-path>" git add -A git status # Library/ Temp/ obj/ Build/ must NOT be staged git commit -m "Initial Unity project: <Name>".cs/asset must be committed together with its.meta. - Unity Version Control (UVCS): check in through your UVCS client/workspace (created during
Step 4) — there's no
gitstep. Generated folders are still excluded by the ignore rules.
If you published via --vcs in Step 4 without --no-initial-commit, the CLI already made an
initial commit of the bare project — add a follow-up commit here rather than double-committing.
Step 8 — Hand off
Based on Step 2 monetization, invoke the matching skill for the actual integration:
- IAP → implement-in-app-purchases
- Ads → levelplay-unity-integration
- Accounts / cloud save / economy / remote config / leaderboards → build-live-game
Report the project path, Editor version, render pipeline and template, installed packages, the visual baseline applied, and next steps.
Scope — what this skill does NOT do
- No gameplay scaffolding. It gets you to a running, wired project with a visual floor;
building the actual game (scenes, controllers, art) is the next conversation — iterate there
with the Editor via the
unity-cliMCP server and the Package Manager. Generic genre skeletons tend to produce throwaway mocked primitives, so this skill intentionally stops at a clean starting point. The visual baseline (Step 6) is settings, not content. - No command reference. Syntax lives in
unity-cli/unity-package-management.
Checklist
- Concept brief captured and confirmed (genre, look, gameplay, scope, name)
- Platforms + monetization recorded; Editor version chosen
- Editor + platform modules installed (started in the background during Step 2)
- Project created from a URP template (
urp-blank/universal-2d) unless Built-in was explicitly requested; git initialized with a Unity.gitignore - Packages installed via the C# Client API;
manifest.jsonverified; no render-pipeline package added on top of the template - Visual baseline applied: global Volume (tonemapping, bloom, vignette) + camera post-processing on,
quality tier set for the target, UI stack chosen (no
OnGUI), URP shader names, screenshot checked - Project opened/saved so
.metafiles exist; first commit made;Library/excluded - Handed off to the monetization/backend skill if applicable
Common mistakes
- Blocking on the Editor install instead of backgrounding it while you ask questions.
- Installing the wrong Editor because the version wasn't confirmed before the background install.
- Gathering all questions up front — platform/monetization answers change the modules and packages.
- Hand-editing
manifest.jsoninstead of using the Client API (seeunity-package-management). - Committing
Library//Temp//obj//Build/, or scripts without their.metafiles. - Missing Editor modules — a mobile target needs
android/ios; WebGL needswebgl. - Picking
com.unity.template.2d/.3dbecause the name matches — those are the Built-in pipeline templates. Useuniversal-2d/urp-blank. - Skipping the visual baseline and shipping the template's flat defaults, then building the
HUD with
OnGUIand materials withShader.Find("Standard")under URP.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/unity-technologies/skills/new-unity-project">View new-unity-project on skillZs</a>