SKILL DETAIL
new-unity-project
unity-technologies/skills/new-unity-project
The new-unity-project skill provides a guided flow from an idea to a running, version-controlled Unity project. It owns the flow, including the questions, their ordering, running slow installs in the background while you ask, and the handoffs. It deliberately does not re-document commands; it delegates the mechanics to other skills. It does not scaffold gameplay code. The flow starts by gathering the game concept, then determining target platforms and monetization. While the user answers, the Unity Editor and platform modules install in the background. After that, the skill creates the project and sets up source control (Git or Unity Version Control), installs packages via the C# PackageManager Client API, opens the project to generate .meta files, and makes the first commit. Finally, it hands off to the appropriate monetization/backend skill based on the chosen monetization.
Installation
npx skills add https://github.com/unity-technologies/skills --skill new-unity-project
スキルファイル
SKILL.md
最終同期 · 2026/09/13
SKILL.md›
---
name: new-unity-project
description: Use when starting a brand-new Unity game or project from scratch — "make/start/create a new game", "bootstrap a Unity project", "I want to build a [genre] game", "scaffold/prototype a game", game jam, greenfield, blank project, project setup. A guided flow that gathers the concept, target platforms, and monetization, installs the Editor in the background while it asks, then creates the project and source control and installs packages — delegating the mechanics to the unity-cli and unity-package-management skills and handing off monetization to the dedicated skills. Does not scaffold gameplay code.
allowed-tools:
- Bash
- Read
- Write
- Edit
- AskUserQuestion
---
# New Unity Project
A guided flow from an idea to a running, version-controlled Unity project. This skill owns the
**flow** — the questions, their ordering, running slow installs in the background while you ask,
and the handoffs. It deliberately does **not** re-document commands; it delegates the mechanics
to other skills.
**Delegates to (read these for the actual commands — don't reinvent them):**
- **`unity-cli`** — CLI install, auth/license, Editor install, project creation, source control,
opening the project. Its "Bootstrap a new project from scratch" workflow is the backbone here.
- **`unity-package-management`** — installing packages via the C# PackageManager Client API, and
choosing packages by genre / platform / monetization.
- **`implement-in-app-purchases`**, **`levelplay-unity-integration`**, **`build-live-game`** —
monetization / backend *integration* (invoked at the end).
**Work one step at a time.** Ask only the current step's questions and wait for the user before
moving on — platform and monetization answers change what you install, so don't gather everything
up front or scaffold before they're settled.
## The flow — and where the parallelism is
1. **Concept** — what they're building.
2. **Platforms & monetization** — then, as soon as platforms are known, **kick off the Editor
install in the background** (it takes minutes) and keep talking.
3. **(joins)** Editor + platform modules finish installing.
4. **Project + source control** — create from a matching template; init git.
5. **Packages** — install via the C# Client API.
6. **Save & first commit.**
7. **Hand off** monetization / backend.
The whole point of a guided flow over a raw recipe: the multi-minute Editor install overlaps the
minutes the user spends answering concept questions, so setup feels instant.
## Step 1 — Concept
Use `AskUserQuestion` so the user can pick fast, but let them answer freely too. Cover:
- **Genre / core loop** — platformer, top-down shooter, puzzle, idle, RPG, racing, card, tower
defense, sim, hyper-casual, first-person, etc.
- **Dimension & look** — 2D or 3D; art style (pixel, low-poly, stylized, realistic, UI-only).
- **Gameplay** — the one-sentence "what the player does moment to moment."
- **Scope** — single-screen prototype vs. multi-scene game; single-player or multiplayer.
Also settle on a **project name**. Write a 2–4 line **project brief**, read it back to confirm.
The brief drives template choice (Step 4) and packages (Step 5).
## Step 2 — Platforms & monetization, then start installing
Two decisions, because both change what you install:
- **Target platforms** (multi-select): Desktop (Win/macOS/Linux), Mobile (iOS/Android), WebGL,
Console. These map to Editor **modules** (Step 3) and argue for leaner packages on mobile/WebGL.
- **Monetization**: none / premium / in-app purchases / ads / mix. This only decides which
handoff skill you invoke in Step 7 — don't integrate it now.
Confirm the Editor version to use (**default: latest LTS** — see `unity-cli` for the LTS vs. Tech
vs. beta trade-off). Ask this *now*, before kicking off the install, so you don't install the
wrong one.
Then confirm prerequisites and **launch the Editor install as a background task** so it runs while
you continue. See the `unity-cli` skill for exact syntax, module names per platform, and auth /
license setup:
```bash
unity --version
unity auth status --format json # if signed out: unity auth login
unity license status --format json # if none active: unity license activate
# Start in the BACKGROUND, then go straight back to the conversation. Module names per platform
# (android / ios / webgl / …) are in the unity-cli skill.
unity install lts --module <platform-modules> --yes --accept-eula
```
Run that install as a **background task** (don't block on it). If you have nothing left to ask,
it's fine to just wait — the parallelism only helps when there's a conversation to overlap.
## Step 3 — Join: Editor ready
Before creating the project, confirm the background install finished:
```bash
unity editors --installed --format json
```
If it failed, surface the error (see `unity-cli` troubleshooting) and stop — nothing downstream
works without an Editor.
## Step 4 — Create the project + source control
Follow the **`unity-cli`** "Bootstrap a new project from scratch" workflow verbatim:
- List the **real** template ids the Editor offers (`unity templates list`) and pick one matching
2D/3D and render pipeline from the brief — don't guess ids.
- Create with `unity projects create "<Name>" --path <dir> --editor-version <v> --template <id>`.
- Set up source control — **ask the user which they want**, don't assume: Git (GitHub / GitLab;
add `--git-lfs` for asset-heavy games) or **Unity Version Control** (`--vcs uvcs`, which handles
large binary assets natively — no LFS), or a purely local `git init` + Unity `.gitignore`.
Publish in one step with `unity projects create --vcs … --git-token-stdin --no-initial-commit`
(tokens on stdin). Pass **`--no-initial-commit`** so the CLI doesn't commit the bare project
before packages and `.meta` files exist — you make the real first commit/check-in in Step 6.
See the `unity-cli` workflow for exact flags.
## Step 5 — Packages
Map the brief to a concrete package list and install it via the **`unity-package-management`**
skill (C# PackageManager Client API — **never** hand-edit `manifest.json`). Read that skill for
the genre/platform/monetization → package mapping, the installer script, and the `-quit` gotcha.
Read the final list back to the user before installing; verify `manifest.json` afterward.
## Step 6 — Save & first commit
Open the project once so Unity imports the assets and generates every `.meta` file, then make
the first commit **with whichever VCS you set up in Step 4**:
```bash
unity open "<project-path>" # imports + generates .meta; for headless/CI use the
# "Import & save headlessly" method in unity-package-management
```
- **Git (GitHub / GitLab / local):**
```bash
cd "<project-path>"
git add -A
git status # Library/ Temp/ obj/ Build/ must NOT be staged
git commit -m "Initial Unity project: <Name>"
```
Every `.cs`/asset must be committed together with its `.meta`.
- **Unity Version Control (UVCS):** check in through your UVCS client/workspace (created during
Step 4) — there's no `git` step. Generated folders are still excluded by the ignore rules.
If you published via `--vcs` in Step 4 **without** `--no-initial-commit`, the CLI already made an
initial commit of the bare project — add a follow-up commit here rather than double-committing.
## Step 7 — Hand off
Based on Step 2 monetization, invoke the matching skill for the actual integration:
- IAP → **implement-in-app-purchases**
- Ads → **levelplay-unity-integration**
- Accounts / cloud save / economy / remote config / leaderboards → **build-live-game**
Report the project path, Editor version, installed packages, and next steps.
## Scope — what this skill does NOT do
- **No gameplay scaffolding.** It gets you to a running, empty-but-wired project; building the
actual game (scenes, controllers, art) is the next conversation — iterate there with the Editor
via the `unity-cli` MCP server and the Package Manager. Generic genre skeletons tend to produce
throwaway mocked primitives, so this skill intentionally stops at a clean starting point.
- **No command reference.** Syntax lives in `unity-cli` / `unity-package-management`.
## Checklist
- [ ] Concept brief captured and confirmed (genre, look, gameplay, scope, name)
- [ ] Platforms + monetization recorded; Editor version chosen
- [ ] Editor + platform modules installed (started in the background during Step 2)
- [ ] Project created from a matching template; git initialized with a Unity `.gitignore`
- [ ] Packages installed via the C# Client API; `manifest.json` verified
- [ ] Project opened/saved so `.meta` files exist; first commit made; `Library/` excluded
- [ ] Handed off to the monetization/backend skill if applicable
## Common mistakes
- **Blocking on the Editor install** instead of backgrounding it while you ask questions.
- **Installing the wrong Editor** because the version wasn't confirmed before the background install.
- **Gathering all questions up front** — platform/monetization answers change the modules and packages.
- **Hand-editing `manifest.json`** instead of using the Client API (see `unity-package-management`).
- **Committing `Library/`/`Temp/`/`obj/`/`Build/`**, or scripts without their `.meta` files.
- **Missing Editor modules** — a mobile target needs `android`/`ios`; WebGL needs `webgl`.