skills/unity-prototype/SKILL.md
Build playable Unity prototypes from game ideas — analyze the concept, scope an MVP, break into tasks, and delegate to subagents (unity-code, unity-uitoolkit) to deliver a working, testable prototype scene. Bridges the gap between planning and full implementation by producing running code fast. Use when the user says "prototype this," "build a quick prototype," "make an MVP," "proof of concept," "I have a game idea," "let me test this mechanic," "game jam," "hack this together," "rapid prototype," or describes a game concept and wants to see it running. Also use when the user wants to validate a mechanic before full implementation, or says "can we quickly build [concept]," "I want to try out [idea],\" or "let's see if this works." Do not use for production-quality features (unity-code), design documents (unity-spec), or planning without implementation (unity-plan).
npx skillsauth add cuozg/oh-my-skills unity-prototypeInstall 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.
Take a game idea, scope the MVP, build it, make it playable. Prototypes answer one question: "Does this feel right?" Cut everything that doesn't serve that answer.
Identify: core mechanic(s) · win/fail condition · minimum player-input→response→feedback loop.
If vague, ask ONE question targeting the core mechanic. If clear enough, proceed — prototypes thrive on assumptions.
Load references/mvp-scoping.md for rules. Split into three buckets:
| Bucket | Rule | Example | |--------|------|---------| | BUILD | Required to test the core mechanic | Player movement, core interaction | | STUB | Needed for flow but fake is fine | Score as Debug.Log, health as field | | SKIP | Not needed to validate idea | Save system, menus, audio, polish |
Present scope table. STOP. Wait for user confirmation. Target: 3–8 scripts, one scene, primitives for art.
| Task Type | Delegate To |
|-----------|------------|
| Runtime C# (MonoBehaviour, data, manager) | unity-code + unity-standards |
| UI screen, HUD, overlay | unity-uitoolkit + unity-standards |
| Scene setup, wiring | Direct (Unity MCP or manual) |
Order: Core mechanic (parallel) → supporting scripts → UI → scene wiring. Maximize parallelism — most prototype scripts are independent.
Every delegation prompt must include: what to build · "this is a prototype" context · [SerializeField] for tuning values · simplicity mandate (one MonoBehaviour per concept, no DI/events unless genuinely needed).
Prototype rules: Debug.Log over event systems · hardcode values as [SerializeField] fields · no interfaces unless shared contract exists · always include unity-standards in load_skills.
Load references/prototype-patterns.md for game-type patterns (platformer, shooter, puzzle, etc.).
Unity MCP tools: Unity.ManageGameObject (create/modify/find/add_component) · Unity.ManageScene (Create/Load/Save/GetHierarchy) · Unity.ManageEditor (Play/Pause/Stop) · Unity.GetConsoleLogs (check errors). Full routing: read_skill_file("unity-standards", "references/other/unity-mcp-routing-matrix.md").
lsp_diagnostics on all files — zero errors required| To | When |
|----|------|
| unity-plan | User wants production implementation after validation |
| unity-spec | User wants full design doc first |
| unity-code | Single script needs deeper implementation |
| unity-uitoolkit | UI is complex (multi-screen, data binding) |
references/mvp-scoping.md — BUILD/STUB/SKIP rulesreferences/prototype-patterns.md — platformer, shooter, puzzle, card, roguelike patternsreferences/usage-examples.md — full prompt-to-breakdown walkthroughstools
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.