awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-packaginggit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-packaging)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-packaging"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-packaging/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-packaging"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-packaging.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00089 | $0.01752 |
| Opus 5.5 | $0.00036 | $0.00701 |
| Sonnet 5.5 | $0.00018 | $0.00350 |
| Haiku 4.5 | $0.00009 | $0.00175 |
Grade A, and why
unreal-packaging 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unreal-packaging — 88% identical, 52 lines differ
How it starts
The opening of the file, as written. The whole thing — 130 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Packaging & Cooking
Turn a UE5 project into a runnable, distributable build: choose the right build configuration, cook content, set the launch map, and package — from the editor or the command line. Targets UE 5.8.
When to use
- Use when producing a build (test or release), choosing Development vs Shipping, cooking
content, configuring Packaging / Maps & Modes settings, or automating builds with
RunUAT BuildCookRunfor CI. - Use when the project has a
*.uprojectandConfig/Default*.ini, and the goal is a packaged player rather than running in-editor.
When not to use: storefront submission/release process → steam-publish / itch-publish.
Editor-time gameplay/iteration is not packaging.
Core workflow
- Set the launch map. Project Settings → Maps & Modes → Game Default Map is what a packaged build loads first. Wrong/empty here is the most common "packaged game is black" cause.
- Pick the build configuration: Development (default; optimized but keeps logging/
stats/console for testing) vs Shipping (all optimizations, debugging tools stripped — for
release).
DebugGame/Debugare for debugging engine/game code and aren't for distribution;DebugGameisn't available for Blueprint-only projects. - Understand cook vs package. Cooking converts assets to the target platform's format.
Staging/packaging copies the compiled executable + cooked content into a standalone,
distributable folder, with content in container files (
.pak, plus.utoc/.ucaswhen Use Io Store is on, which is the default). Packaging runs a cook as part of it. - Package from the editor: the Platforms menu → choose the platform (e.g. Windows) → set the Binary Configuration → Package Project → pick an output folder.
- Or build from the command line with the Unreal Automation Tool (
RunUAT BuildCookRun) for repeatable/CI builds. The Project Launcher (Platforms → Project Launcher) saves the same build/cook/stage/deploy choices as reusable launch profiles. - Tune Packaging settings (Project Settings → Packaging): which maps/directories to cook, full-rebuild, compression, and whether to build all maps.
- Validate assets before packaging when UnrealEditor-Cmd is available. Run
UnrealEditor-Cmd <Project>.uproject -run=DataValidation(UnrealEditor-Cmd.exeon Windows) and fix every reported validation error before cooking. - Verify by running the packaged build, not just by a successful cook — launch the executable and confirm it loads the right map and runs.
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.
- 2d ago Changed · +19 lines adb8fd8cec1d
- 4d ago Changed · +3 lines 4cdbb76fee39
- 1mo ago First seen · 108 lines · 89 tokens per session scan A c132c6ca6bab
unreal-packaging is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 89 tokens to every session and 1,752 once invoked, about $0.0004 per session on Opus 5.5. 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.
Other skills, from other repositories
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…