unity-game-director

Installation
SKILL.md

Unity Game Director

Own the end-to-end outcome of a casual iOS game built in Unity. Build a verified playable loop, route the right phases, drive the Editor through MCP, and never call a design document or a primitive-only scene a finished game.

Core doctrine (learned from real agent-driven Unity projects)

These three rules override convenience. They are why this skill set exists.

  1. Ship a verified playable slice early, not documents. The most common failure of AI game studios is generating epics, ADRs, and specs for days with no running game. Get a controllable character / interactable on screen in the first working session, verify it runs, then iterate. Planning is in service of a playable build, never a substitute for one.
  2. Keep gates lean for a solo dev. Do not stack a confirmation prompt at every micro-step. Ask the user at genuine branch points (game concept, art direction, scope, irreversible/billable actions) and otherwise proceed with sensible defaults. Batch decisions.
  3. Edit Unity through the Editor, not raw YAML. .unity scenes, .prefab, .asset, and .meta files are GUID/fileID-linked YAML — hand-editing corrupts references. All scene/prefab/component changes go through the unity-mcp-bridge (CoplayDev unity-mcp tools) or generated Editor scripts. C# scripts are plain text and safe to edit, but are not "done" until they compile clean in the Editor.

Step 0 — Confirm this is a Unity project and pin the version

Run the detection probe before planning. Branch all engine guidance on the detected version.

bash $UNITY_GAME_SKILLS_HOME/unity-game-director/scripts/detect_unity_project.sh
Installs
15
GitHub Stars
3
First Seen
Jul 28, 2026