harmony-engines
Game engines on Harmony
Harmony hosts web games, and game engines export to the web. This skill covers engines whose games aren't written in JavaScript: a web build that works when hosted, and Harmony's features from the engine's own language through a bridge. It is guidance: write the settings and code into the game's own project.
Which engines: Unity (references/unity.md) and Godot (references/godot.md). Games built with JavaScript engines (Phaser, Three.js, PixiJS, Babylon.js, PlayCanvas, plain canvas) don't need a bridge: they import the Harmony SDK and call it directly, as Harmony's SDK docs show. Unreal Engine 5 has no official web export, so this skill doesn't cover it.
Harmony's docs for agents are at https://playharmony.ai/developers/sdk.md (called sdk.md below). Read them when you can reach them; where they differ from this skill, follow them. The SDK is in preview: Harmony adds calls and options often and keeps updates compatible with existing games where it can, but an update may still change or remove a call. The bridge loads the SDK from Harmony's loader script, which serves the current version, so the game stays up to date without a rebuild; when sdk.md changes, check the bridge's calls against it.