skills/unity-plan/SKILL.md
Use this skill for Unity cost estimation. Make sure to use it whenever the user asks what a Unity feature, refactor, migration, or integration will cost, how long it will take, how much work it is, wants an estimate, effort breakdown, risky parts, or phased delivery for pricing — even if they never say "costing". Investigate the codebase first with parallel `explore` subagents, use a `librarian` subagent only when external packages, SDKs, or services affect the estimate, then return evidence-backed hour ranges, task breakdowns, assumptions, risks, and confidence. Do not use it for implementation, design docs, or generic Unity planning without estimate intent.
npx skillsauth add cuozg/oh-my-skills unity-planInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
3 of 9 scanners reported clean
Some scanners were skipped, did not run, or reported a non-clean status. Review each row below.
Produce evidence-backed Unity costing after investigation. This skill is for answering "what will this cost?" rather than "please implement this".
Restate the feature or refactor in one line, then identify:
If the request is underspecified, resolve as much ambiguity as possible from the codebase before asking anything.
Launch background subagents before estimating.
Fire 3-5 explore agents in parallel, each with a different angle:
Fire 1 librarian agent in parallel when external packages, SDKs, services, or unfamiliar APIs influence scope.
Use it for migration notes, official constraints, version-specific setup cost, and known pitfalls.
Collect all background results before costing. Do not estimate from memory or from one file.
Load shared planning references from unity-standards:
unity-standards/references/plan/investigation-workflow.mdunity-standards/references/plan/sizing-guide.mdunity-standards/references/plan/risk-assessment.mdUse them to map:
Break the work into epics first, then tasks.
For each task, include:
Logic, UI, Data, API, Asset, Test, Config, or Spike)Use unity-standards/references/plan/sizing-guide.md for size bands.
Use ranges instead of fake precision.
Apply a risk multiplier only when the evidence supports it, and say why.
Default to concise markdown with these sections:
file:line citations backing architecture or risk claimsIf confidence is low, explicitly price a discovery spike before the main work.
Epics, tasks, phases, and critical path are estimation artifacts only. They exist to explain cost, sequencing pressure, and uncertainty — not to create an execution plan or authorize work.
explore agents for internal codebase discoverylibrarian when external dependencies affect the estimatefile:line for every architectural, dependency, or risk claimtask_create from this skillLoad shared references from unity-standards:
read_skill_file("unity-standards", "references/plan/investigation-workflow.md")read_skill_file("unity-standards", "references/plan/sizing-guide.md")read_skill_file("unity-standards", "references/plan/risk-assessment.md")Use those shared documents instead of duplicating sizing, investigation, or risk logic locally.
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.