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.
- 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.
- 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.
- Edit Unity through the Editor, not raw YAML.
.unityscenes,.prefab,.asset, and.metafiles are GUID/fileID-linked YAML — hand-editing corrupts references. All scene/prefab/component changes go through theunity-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