skills/unity-init/SKILL.md
Use this skill to initialize a Unity project structure based on user requests: scaffolding folder layout with feature-based organization, assembly definitions (.asmdef), .gitignore, and namespace-aligned directories under Assets/_Project/. Use whenever a user wants to start a new Unity project, set up folder structure, initialize or scaffold a project, create a project template, or organize their Unity project from scratch, even if they just say they are starting a new Unity game or describe a game concept and ask for the project setup. Also triggers on folder layout, project organization, directory structure, project template, asmdef setup, or best folder structure for Unity. Always use this skill when the user provides a company name, project name, and feature list for a new Unity project. Do not use for adding features to an existing project; use unity-code for that.
npx skillsauth add cuozg/oh-my-skills unity-initInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Generate a production-ready Unity project folder tree with assembly definitions, .gitignore, and namespace alignment.
Use when: Starting a new Unity project, reorganizing a messy project, or setting up a clean folder structure from scratch.
Switch out if: Project already has an established structure and the user wants to add features (unity-code).
Gather - Ask or infer these inputs:
Studio)RPG, Platformer)Player, Combat, Inventory) - default: Player onlyURP, HDRP, Built-in) - default: URPIf the user gives a game description instead of explicit params, extract company/project/features from context.
Generate - Run the scaffold script:
run_skill_script("unity-init", "scripts/generate_structure.py",
arguments=["--company", "Studio", "--project", "RPG",
"--features", "Player,Combat,Inventory",
"--pipeline", "URP", "--gitignore"])
The script outputs a JSON manifest of all paths and file contents.
Apply - Use the script output to create the structure in the Unity project:
bash mkdir -p.asmdef JSON files with correct references.gitignore at project root if requested.asmdef for Core, Infrastructure, each feature, and test assembliesVerify - Confirm all directories and files exist. Report the generated tree to the user.
Assets/
+-- _Project/
| +-- Core/Scripts/ + .asmdef (no deps)
| +-- Features/{Name}/
| | +-- Scripts/ + .asmdef (refs Core)
| | +-- Prefabs/
| | +-- Art/
| | +-- Animations/
| | +-- Tests/ + .asmdef (test assembly)
| +-- Infrastructure/Scripts/ + .asmdef (refs Core + features)
| +-- UI/
| +-- Settings/
| +-- Art/
| +-- Audio/
| +-- Scenes/
+-- Plugins/
.gitignore (Unity-optimized, at project root)
.asmdef - prevents monolithic recompilation.Company.Project.Feature maps to Features/Feature/Scripts/.Resources/ folder. Use Addressables instead - Resources/ bloats builds._Project/ prefix. Sorts above Unity-generated folders in the Project window.Load the shared project structure reference for detailed rules:
read_skill_file("unity-standards", "references/code-standards/architecture-systems.md")
For naming conventions: read_skill_file("unity-standards", "references/code-standards/core-conventions.md")
For assembly boundaries: read_skill_file("unity-standards", "references/code-standards/architecture-systems.md")
For MCP asset/folder tools: read_skill_file("unity-standards", "references/other/unity-mcp-routing-matrix.md") - see Asset Management Branch for ManageAsset(CreateFolder) and ListResources
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.