unity-qa-release
Installation
SKILL.md
Unity QA Release
Prove the game works as a player encounters it, then generate a shippable iOS build with its risks named. The deliverable is an Xcode project plus a release risk report — not a signed .ipa, and never a "shipped" claim without evidence.
Doctrine (these override convenience)
- Verify with real evidence. Tests, screenshots, build output. Never say "done", "works", "passes", "built", "signed", or "shipped" without an artifact: green test results, a screenshot of the running scene, or actual build/status output. A clean
read_consoleis not optional. - Lean gates, but gate release. Don't stack a prompt at every micro-step, but release IS a gate. Do not produce a release report until QA + tests + a build-or-blocker exist.
- Edit/build through MCP, not files. All Editor work — running, testing, building — goes through
unity-mcp-bridge(CoplayDev unity-mcp). Scenes/prefabs/.assetare GUID-linked YAML; never hand-edit. - Unity 6 build pipeline differs from default knowledge. The model's built-in knowledge is ~Unity 2022.3. Build Profiles (the
profileparam onmanage_build) need Unity 6+. If unsure about amanage_buildaction/property or a player setting API, verify via MCP (unity_reflect/unity_docs,docsgroup) before acting — don't write from memory.
Confirm the Editor is reachable first: read mcpforunity://editor/state and proceed only when ready_for_tools==true, is_compiling==false, is_domain_reload_pending==false. If MCP/Editor is down, say so and author the steps for manual run — do not claim QA/build happened.
QA gates before release
Load references/checklists/playtest-qa.md and walk it. Gate on: