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unity-technologies/skills855 installs

new-unity-project

Use when starting a brand-new Unity game or project from scratch — "make/start/create a new game", "bootstrap a Unity project", "I want to build a <genre> game", "scaffold/prototype a game", game jam, greenfield, blank project, project setup. A guided flow that gathers the concept, target platforms, and monetization, installs the Editor in the background while it asks, then creates the project and source control and installs packages — delegating the mechanics to the unity-cli and unity-package-management skills and handing off monetization to the dedicated skills. Does not scaffold gameplay code.

How do I install this agent skill?

npx skills add https://github.com/unity-technologies/skills --skill new-unity-project
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill facilitates the creation of new Unity projects by wrapping official Unity CLI tools. It is functionally appropriate and follows standard security practices for credential handling. A low-severity surface for indirect prompt injection was identified because user-supplied strings are used in shell commands without explicit sanitization.

  • 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.
  • 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

  1. Concept — what they're building.
  2. Platforms & monetization — then, as soon as platforms are known, kick off the Editor install in the background (it takes minutes) and keep talking.
  3. (joins) Editor + platform modules finish installing.
  4. Project + source control — create from a matching template; init git.
  5. Packages — install via the C# Client API.
  6. Save & first commit.
  7. 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) and packages (Step 5).

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 7 — 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) and pick one matching 2D/3D and render pipeline from the brief — don't guess ids.
  • 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-lfs for asset-heavy games) or Unity Version Control (--vcs uvcs, which handles large binary assets natively — no LFS), or a purely local git init + Unity .gitignore. Publish in one step with unity projects create --vcs … --git-token-stdin --no-initial-commit (tokens on stdin). Pass --no-initial-commit so the CLI doesn't commit the bare project before packages and .meta files exist — you make the real first commit/check-in in Step 6. See the unity-cli workflow 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. Read the final list back to the user before installing; verify manifest.json afterward.

Step 6 — Save & first commit

Open the project once so Unity imports the assets and generates every .meta file, then make the first commit with whichever VCS you set up in Step 4:

unity open "<project-path>"     # imports + generates .meta; for headless/CI use the
                                # "Import & save headlessly" method in unity-package-management
  • Git (GitHub / GitLab / local):
    cd "<project-path>"
    git add -A
    git status                    # Library/ Temp/ obj/ Build/ must NOT be staged
    git commit -m "Initial Unity project: <Name>"
    
    Every .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 git step. 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 7 — 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, installed packages, and next steps.

Scope — what this skill does NOT do

  • No gameplay scaffolding. It gets you to a running, empty-but-wired project; building the actual game (scenes, controllers, art) is the next conversation — iterate there with the Editor via the unity-cli MCP server and the Package Manager. Generic genre skeletons tend to produce throwaway mocked primitives, so this skill intentionally stops at a clean starting point.
  • 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 matching template; git initialized with a Unity .gitignore
  • Packages installed via the C# Client API; manifest.json verified
  • Project opened/saved so .meta files 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.json instead of using the Client API (see unity-package-management).
  • Committing Library//Temp//obj//Build/, or scripts without their .meta files.
  • Missing Editor modules — a mobile target needs android/ios; WebGL needs webgl.

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.

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