uw-unity-project-setup

A setup wizard for initializing a new Unity project from a project configuration file. It can establish folders, packages, testing structure, version-control setup, and connections to available tools.

In plain words
What is it for?
Use it when starting a Unity project, creating its standard folder structure, installing configured packages, or preparing test assemblies and project infrastructure.
Why use it?
It replaces a series of manual project-startup decisions with one configuration-driven process. It also checks that essential project settings are filled in before setup begins.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/devdavv/unity-ai-workflow/uw-unity-project-setup
Any agent
npx skills add devdavv/unity-ai-workflow --skill uw-unity-project-setup
Clone the repo
git clone --depth 1 https://github.com/devdavv/unity-ai-workflow

Made for: Claude Code, Codex.

Per session 87 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,022 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00087 $0.01022
Opus 5 $0.00044 $0.00511
Sonnet 5 $0.00017 $0.00204
Haiku 4.5 $0.00009 $0.00102

Measured 2d ago against content hash 473c292cae36, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

uw-unity-project-setup scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/uw-unity-project-setup/SKILL.md · 95 lines

How it starts

The opening of the file, as written. The whole thing — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Project Setup

Orchestrate complete project initialization from ProjectConfig.yaml.

Before You Start

  1. Ensure docs/ProjectConfig.yaml is filled out.
  2. Unity project must be created and open in Editor.
  3. Check which MCP servers are available (Unity MCP for in-editor operations, GitHub for version control).

Steps (in order)

1. Verify ProjectConfig

Confirm Unity version, packages, folder strategy, networking choice.

Required fields — warn the user if any are missing or empty:

  • project_name
  • unity_version
  • render_pipeline
  • scripting_backend
  • folder_strategy

2. Create Folder Structure

Based on folder_strategy, create Assets/_Project/ with standard subfolders:

  • Core/Scripts/ + Core.asmdef
  • Core/Tests/EditMode/ + Core.Tests.EditMode.asmdef (so the test runner skill has a test assembly from day one)
  • Features/ or Scripts/ (depending on strategy)
  • Art/, Audio/, UI/, Prefabs/, Scenes/, Tests/

3. Install Packages

From ProjectConfig.yaml → packages, install via Unity MCP manage_packages if available.

Manual fallback (no MCP): Write an editor script (Editor/Setup/PackageInstaller.cs) using UnityEditor.PackageManager.Client.Add() to install packages programmatically. The user runs it once from the Unity menu, then it can be deleted.

4. Generate Core Utilities

  • GameDebug.cs via uw-unity-debugging skill
  • Add ENABLE_LOGS define for Development builds

5. Git Setup

  • Create .gitignore (Unity template)
  • Create develop branch
  • Initial commit
  • Use GitHub MCP if available, otherwise git CLI

6. Configure Editor

Via Unity MCP if available:

  • Render pipeline, color space (Linear), scripting backend (IL2CPP)

Manual fallback (no MCP): Write an editor script (Editor/Setup/ProjectConfigurator.cs) using PlayerSettings and GraphicsSettings APIs to set render pipeline, color space, scripting backend, and target platforms. Menu item under Tools > Project Setup > Apply Settings.

Read the full file on GitHub · 95 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 95 lines · 87 tokens per session scan A 473c292cae36

Subscribe to this mod's changes

uw-unity-project-setup is a skill published in the GitHub repository devdavv/unity-ai-workflow (41 stars, last pushed 5mo ago), licensed MIT. It adds 87 tokens to every session and 1,022 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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