npx skills add ...
npx skills add unity-technologies/skills --skill new-unity-project
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.
npx skills add unity-technologies/skills --skill 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 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.
Use AskUserQuestion so the user can pick fast, but let them answer freely too. Cover:
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).
Two decisions, because both change what you install:
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:
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.
Before creating the project, confirm the background install finished:
If it failed, surface the error (see unity-cli troubleshooting) and stop — nothing downstream
works without an Editor.
Follow the unity-cli "Bootstrap a new project from scratch" workflow verbatim:
unity templates list) and pick one matching
2D/3D and render pipeline from the brief — don't guess ids.unity projects create "<Name>" --path <dir> --editor-version <v> --template <id>.--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.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.
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:
.cs/asset must be committed together with its .meta.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.
Based on Step 2 monetization, invoke the matching skill for the actual integration:
Report the project path, Editor version, installed packages, and next steps.
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.unity-cli / unity-package-management..gitignoremanifest.json verified.meta files exist; first commit made; Library/ excludedmanifest.json instead of using the Client API (see unity-package-management).Library//Temp//obj//Build/, or scripts without their .meta files.android/ios; WebGL needs webgl.unity editors --installed --format jsonunity open "<project-path>" # imports + generates .meta; for headless/CI use the
# "Import & save headlessly" method in unity-package-management