skills/unity-costing/SKILL.md
Create tshirt costing, detail costing, highlevel costing, feature costing, task breakdown, estimate, effort sizing, or a detailed Unity delivery plan before implementation. Use for small-to-XL Unity work when a costed task tree is the deliverable; investigate the codebase first and fire subagents when scope touches multiple systems or evidence is needed.
npx skillsauth add cuozg/oh-my-skills unity-costingInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Produce a self-contained HTML costing report for a Unity feature/refactor. Answer "what will this cost?" — not "please implement this." Supports: tshirt costing, detail costing, and highlevel costing.
Pre-requisite: Read references/output-template.html. Replace all [PLACEHOLDER] tokens exactly. Use predefined CSS badge classes. Maintain Vercel dark theme.
Understand clearly the requirement. Do not assume. Ask user if: target platform, boundaries, quality bar, unknown SDKs, or estimate unit are unclear.
Understand the code base and document context.
explore or librarian subagents to gather evidence on:
file:line evidence. Collect all results before scoping.XS (1-2h, 1 file), S (2-4h, 1-3 files), M (4-16h, 3-10 files), L (16-40h, 10-25 files), XL (40+h, 25+ files).<code> references are formulated.{What}\n{Why}\n{How}\n→ skill:{name}.blockedBy=[ID] only for true data dependencies.Logic/UI/Data/API/Asset/Test/Config. S/M/L/XL/Spike. Use predefined template badges.Low (Accept), Medium (Monitor), High (Mitigate), Critical (Block/Spike).badge-sev-high), impact, and mitigations. Ensure backward compatibility is analyzed.Create directory: mkdir -p Docs/Plans
Generate Docs/Plans/{Name}.html using the template from references/output-template.html.
Report to user: Output location, total effort range, confidence level, top 2-3 risks, critical path.
BLOCKING: After generating the plan, print "❓ Next steps? 1. Create tasks 2. Adjust scope" and wait. Do not execute or auto-create tasks.
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.