skills/unity-build-pipeline/SKILL.md
Prepare and validate Unity builds across Android, iOS, desktop, and CI. MUST use for build readiness checks, Player Settings validation, scenes-in-build review, scripting defines, package resolution, platform requirements, CI build configuration, and non-WebGL build pipeline issues. Delegate WebGL-only work to unity-webgl and do not change platform/signing settings without explicit approval.
npx skillsauth add cuozg/oh-my-skills unity-build-pipelineInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Assess and prepare Unity projects for reliable platform builds without making high-impact settings changes implicitly.
Use for:
Use unity-webgl for WebGL compression, templates, browser integration, and WebGL-specific deployment.
ProjectSettings/ProjectSettings.asset and relevant package settings before changes.ProjectSettings/EditorBuildSettings.asset for scenes in build.Packages/manifest.json and Packages/packages-lock.json for package state.Assets/Plugins/Android only when relevant.ManageEditor(GetState) to inspect editor state and active platform context.ManageScene(GetBuildSettings) for scenes/build settings where available.ManageAsset(GetInfo/Search) for settings assets, plugins, scenes, and package assets.ReadConsole or GetConsoleLogs to verify compile/import state.RunCommand only for targeted UnityEditor build-settings inspection when MCP data is insufficient.unity-webgl.Check:
manifest.json and packages-lock.json.unity-mobile handles Android/iOS resolver, permissions, mobile SDK, and device-specific troubleshooting.unity-sdk-integration handles SDK package API and initialization boundaries.unity-debug handles specific compile/runtime errors.unity-optimize handles build size or performance optimization beyond readiness.Report target platform, inspected settings, readiness verdict, blocking issues, risky settings, and exact user approvals needed before any high-impact change.
tools
Generate Unity raster image assets through Unity MCP: game sprites, item art, backgrounds, UI icons, portraits, concept images, transparent cutouts, image edits, upscales, background removal, and Unity scene or Game View screenshots. Use when a Unity project needs image files imported under Assets or screenshots captured from the editor. Do not use for meshes, audio, animation, materials, gameplay code, UI Toolkit layout, or generic non-Unity image generation.
tools
Create Unity technical solution documents from user requirements, feature ideas, bug goals, specs, or codebase problems. Use when the user asks for a technical approach, architecture, implementation strategy, solution options, feasibility analysis, system design, or "how should we build/fix this" for Unity runtime, Editor, tools, assets, data, UI, WebGL, SDKs, or production pipelines.
tools
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
development
Convert a spec document into an implementation TODO list in the same spec folder. U se when the user says goal-todo, todo from spec, generate tasks from spec, turn this spec into todos, create implementation checklist, extract tasks, or asks to read a Docs/Specs design doc and produce what must be implemented. Includes UI/UX review and codebase investigation before writing the checklist. Do not use for implementing the tasks, creating new goal files, writing test cases, or verifying completed work.