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 pixel-cellar/Claude-Code-Game-Studios --skill setup-enginegit clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-StudiosWrote 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/pixel-cellar/claude-code-game-studios/setup-engine)<a href="https://agentmods.dev/skills/pixel-cellar/claude-code-game-studios/setup-engine"><img src="https://agentmods.dev/badge/skills/pixel-cellar/claude-code-game-studios/setup-engine.svg" alt="Measured on agentmods" height="20"></a>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 | $0.00053 | $0.03101 |
| Opus 5 | $0.00026 | $0.01550 |
| Sonnet 5 | $0.00011 | $0.00620 |
| Haiku 4.5 | $0.00005 | $0.00310 |
Grade A, and why
setup-engine 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 3d 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.
How it starts
The opening of the file, as written. The whole thing — 295 lines — stays where its author put it; the contents beside it link to each section on GitHub.
当此技能被调用时:
1. 解析参数
三种模式:
- 完整规格:
/setup-engine godot 4.6— 已提供引擎和版本 - 仅引擎:
/setup-engine unity— 已提供引擎,版本将自动查找 - 无参数:
/setup-engine— 完全引导模式(引擎推荐 + 版本选择)
2. 引导模式(无参数)
如果未指定引擎,运行交互式引擎选择流程:
检查现有游戏概念
- 如果存在,读取
design/gdd/game-concept.md— 提取游戏类型、范围、目标平台、美术风格、团队规模,以及/brainstorm给出的引擎推荐 - 如果概念不存在,告知用户:
"未找到游戏概念。建议先运行
/brainstorm发现你想构建什么 — 它还会推荐引擎。或者告诉我你的游戏想法,我可以帮你选择。"
如果用户想在无概念的情况下选择,询问:
- 什么类型的游戏?(2D、3D,或两者兼具?)
- 什么平台?(PC、移动端、主机、网页?)
- 团队规模和经验?(单人新手、单人经验丰富、小团队?)
- 有强烈的语言偏好吗?(GDScript、C#、C++、可视化脚本?)
- 引擎授权预算?(仅免费,还是可接受商业授权?)
给出推荐
使用以下决策矩阵:
| 因素 | Godot 4 | Unity | Unreal Engine 5 |
|---|---|---|---|
| 最适用于 | 2D 游戏、小型 3D、单人/小团队 | 移动端、中等规模 3D、跨平台 | 3A 级 3D、照片级写实、大型团队 |
| 语言 | GDScript(+ C#,通过扩展支持 C++) | C# | C++ / Blueprint |
| 费用 | 免费,MIT 许可证 | 收入门槛以下免费 | 收入门槛以下免费,5% 版税 |
| 学习曲线 | 平缓 | 中等 | 陡峭 |
| 2D 支持 | 优秀(原生) | 良好(但以 3D 为优先) | 可行但非理想选择 |
| 3D 质量上限 | 良好(快速提升中) | 非常好 | 业界领先 |
| Web 导出 | 支持(原生) | 支持(有限制) | 不支持 |
| 主机导出 | 通过第三方 | 支持(需要授权) | 支持 |
| 开源 | 是 | 否 | 源码可用 |
给出排名前 1-2 的推荐及其与用户回答相关联的理由。 让用户自行选择 — 永远不要强制推荐。
3. 查找当前版本
引擎确定后:
- 如果提供了版本,直接使用
- 如果未提供版本,使用 WebSearch 查找最新稳定版:
- 搜索:
"[engine] latest stable version [当前年份]" - 与用户确认:"最新稳定版 [引擎] 是 [版本]。使用这个吗?"
- 搜索:
4. 更新 CLAUDE.md 技术栈
读取 CLAUDE.md 并更新技术栈部分。将 [CHOOSE] 占位符替换为实际值:
Godot:
- **引擎**:Godot [版本]
- **语言**:GDScript(主要),通过 GDExtension 支持 C++(性能关键场景)
- **构建系统**:SCons(引擎),Godot 导出模板
- **资产管线**:Godot 导入系统 + 自定义资源管线
Unity:
- **引擎**:Unity [版本]
- **语言**:C#
- **构建系统**:Unity Build Pipeline
- **资产管线**:Unity Asset Import Pipeline + Addressables
Unreal:
- **引擎**:Unreal Engine [版本]
- **语言**:C++(主要),Blueprint(游戏玩法原型开发)
- **构建系统**:Unreal Build Tool (UBT)
- **资产管线**:Unreal Content Pipeline
5. 填充技术偏好
更新 CLAUDE.md 后,创建或更新 .claude/docs/technical-preferences.md,填入引擎对应的默认值。先阅读现有模板,然后填入:
引擎和语言部分
- 根据第 4 步的引擎选择填入
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.
- 3d ago First seen · 295 lines · 53 tokens per session scan A 6760d8d7713a
setup-engine is a skill published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (326 stars, last pushed 5mo ago), licensed MIT. It adds 53 tokens to every session and 3,101 once invoked, about $0.0003 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 2026-09-03.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.