setup-engine

setup-engine is a skill for Claude Code from striderZA/OpenCodeGameStudios. It costs 44 tokens per session (9,265 once invoked), scanned A, a copy of setup-engine, MIT.

A setup tool for choosing and recording the game engine and its version, such as Godot, Unity, or Unreal.

In plain words
What is it for?
Use it to configure a new engine, refresh engine reference material, or plan an engine-version upgrade.
Why use it?
It keeps the project aligned with a specific engine version and identifies technical knowledge gaps that may affect development.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; installed under .agents/ (shared by several agents); mentions AGENTS.md.

Good fit Use it to configure a new engine, refresh engine reference material, or plan an engine-version upgrade.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/striderza/opencodegamestudios/setup-engine
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.

Any agent
npx skills add striderZA/OpenCodeGameStudios --skill setup-engine
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

Made for: Claude Code.

Wrote 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.

agentmods badge for setup-engine

README.md
[![agentmods](https://agentmods.dev/badge/skills/striderza/opencodegamestudios/setup-engine/github.svg)](https://agentmods.dev/skills/striderza/opencodegamestudios/setup-engine)
Your own site
<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/setup-engine"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/setup-engine/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.

agentmods 80×15 button for setup-engine

Your own site · 80×15
<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/setup-engine"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/setup-engine.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 44 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 9,265 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 92% copy Near-identical to another mod 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 5.1 $0.00044 $0.09265
Opus 5.5 $0.00018 $0.03706
Sonnet 5.5 $0.00009 $0.01853
Haiku 4.5 $0.00004 $0.00927

Measured 1mo ago against content hash 7685ab86c543, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 1mo 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.

Origin

This is a copy

92% identical to setup-engine — 787 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/modules/core/skills/setup-engine/SKILL.md · 827 lines

How it starts

The opening of the file, as written. The whole thing — 827 lines — stays where its author put it; the contents beside it link to each section on GitHub.

When this skill is invoked:

1. Parse Arguments

Four modes:

  • Full spec: /setup-engine godot 4.6 — engine and version provided
  • Engine only: /setup-engine unity — engine provided, version will be looked up
  • No args: /setup-engine — fully guided mode (engine recommendation + version)
  • Refresh: /setup-engine refresh — update reference docs (see Section 10)
  • Upgrade: /setup-engine upgrade [old-version] [new-version] — migrate to a new engine version (see Section 11)

2. Guided Mode (No Arguments)

If no engine is specified, run an interactive engine selection process:

Check for existing game concept

  • Read design/gdd/game-concept.md if it exists — extract genre, scope, platform targets, art style, team size, and any engine recommendation from /concept-brainstorm
  • If no concept exists, inform the user:

    "No game concept found. Consider running /concept-brainstorm first to discover what you want to build — it will also recommend an engine. Or tell me about your game and I can help you pick."

If the user wants to pick without a concept, ask in this order:

Question 1 — Prior experience (ask this first, always, via question):

  • Prompt: "Have you worked in any of these engines before?"
  • Options: Godot / Unity / Unreal Engine 5 / Multiple — I'll explain / None of them
  • If they pick a specific engine → recommend that engine. Prior experience outweighs all other factors. Confirm with them and skip the matrix.
  • If "None" or "Multiple" → continue to the questions below.

Questions 2-6 — Decision matrix inputs (only if no prior engine experience):

Question 2 — Target platform (ask this second, always, via question — platform eliminates or heavily weights engines before any other factor):

  • Prompt: "What platforms are you targeting for this game?"
  • Options: PC (Steam / Epic) / Mobile (iOS / Android) / Console / Web / Browser / Multiple platforms
  • Platform rules that feed directly into the recommendation:
    • Mobile → Unity strongly preferred; Unreal is a poor fit; Godot is viable for simple mobile
    • Console → Unity or Unreal; Godot console support requires third-party publishers or significant extra work
    • Web → Godot exports cleanly to web; Unity WebGL is functional; Unreal has poor web support
    • PC only → all engines viable; other factors decide
    • Multiple → Unity is the most portable across PC/mobile/console

Read the full file on GitHub · 827 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. 1mo ago First seen · 827 lines · 44 tokens per session scan A 7685ab86c543

Subscribe to this mod's changes

setup-engine is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (99 stars, last pushed 13d ago), licensed MIT. It adds 44 tokens to every session and 9,265 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 92% identical to setup-engine, differing in 787 lines, and is treated as a copy.

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