@bitmagic/cli 0.1.61-dev.9 → 0.1.62-dev.0

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Files changed (60) hide show
  1. package/README.md +27 -3
  2. package/assets/unity-import/README.md +13 -0
  3. package/assets/unity-import/blender_build.py +462 -0
  4. package/assets/unity-import/build_parts.py +263 -0
  5. package/assets/unity-import/convert_assets.py +193 -0
  6. package/assets/unity-import/fbx_ascii.py +156 -0
  7. package/assets/unity-import/fbx_axis.py +174 -0
  8. package/assets/unity-import/fbx_bounds.py +202 -0
  9. package/assets/unity-import/import_config.py +86 -0
  10. package/assets/unity-import/level_patches.example.json +23 -0
  11. package/assets/unity-import/mesh_walls.py +78 -0
  12. package/assets/unity-import/render_topdown.py +33 -0
  13. package/assets/unity-import/unity-import.example.json +27 -0
  14. package/assets/unity-import/unity_assets.py +114 -0
  15. package/assets/unity-import/unity_colliders2d.py +127 -0
  16. package/assets/unity-import/unity_extract.py +774 -0
  17. package/assets/unity-import/unity_markers.py +249 -0
  18. package/assets/unity-import/unity_renderers.py +279 -0
  19. package/assets/unity-import/write_arena_data.py +198 -0
  20. package/dist/cli.d.ts +12 -0
  21. package/dist/commands/import.d.ts +4 -0
  22. package/dist/commands/import.js +5 -0
  23. package/dist/commands/import.js.map +1 -1
  24. package/dist/commands/init.d.ts +4 -0
  25. package/dist/commands/init.js +20 -0
  26. package/dist/commands/init.js.map +1 -1
  27. package/dist/commands/upgrade.d.ts +4 -0
  28. package/dist/commands/upgrade.js +31 -5
  29. package/dist/commands/upgrade.js.map +1 -1
  30. package/dist/editor/server.js +3 -3
  31. package/dist/editor/shell-page.js +16 -1
  32. package/dist/editor/shell-page.js.map +1 -1
  33. package/dist/project/context.d.ts +9 -0
  34. package/dist/project/context.js +4 -1
  35. package/dist/project/context.js.map +1 -1
  36. package/dist/scaffold/agent-targets.d.ts +126 -0
  37. package/dist/scaffold/agent-targets.js +180 -0
  38. package/dist/scaffold/agent-targets.js.map +1 -0
  39. package/dist/scaffold/agents-md.d.ts +4 -1
  40. package/dist/scaffold/agents-md.js +6 -2
  41. package/dist/scaffold/agents-md.js.map +1 -1
  42. package/dist/scaffold/project-files.d.ts +40 -5
  43. package/dist/scaffold/project-files.js +67 -25
  44. package/dist/scaffold/project-files.js.map +1 -1
  45. package/dist/scaffold/project.d.ts +42 -15
  46. package/dist/scaffold/project.js +100 -38
  47. package/dist/scaffold/project.js.map +1 -1
  48. package/dist/scaffold/reference-guidance.d.ts +1 -1
  49. package/dist/scaffold/reference-guidance.js +2 -1
  50. package/dist/scaffold/reference-guidance.js.map +1 -1
  51. package/dist/scaffold/skill-files.d.ts +32 -9
  52. package/dist/scaffold/skill-files.js +71 -15
  53. package/dist/scaffold/skill-files.js.map +1 -1
  54. package/dist/scaffold/unity-skill-files.d.ts +30 -0
  55. package/dist/scaffold/unity-skill-files.js +474 -0
  56. package/dist/scaffold/unity-skill-files.js.map +1 -0
  57. package/dist/scaffold/upgrade-project.d.ts +31 -11
  58. package/dist/scaffold/upgrade-project.js +35 -23
  59. package/dist/scaffold/upgrade-project.js.map +1 -1
  60. package/package.json +4 -4
@@ -8,6 +8,7 @@
8
8
  * same as there — these strings land inside template literals ultimately emitted into scaffolded
9
9
  * markdown, so backticks are escaped exactly as project-files.ts escapes them.
10
10
  */
11
+ import { PRIMARY_SKILLS_DIR } from './agent-targets.js';
11
12
  /** The `## Reference image` section of the scaffolded AGENTS.md, placed before the cover section. */
12
13
  export const AGENTS_MD_REFERENCE_SECTION = `## Reference image — offer it when the idea has a strong setting
13
14
 
@@ -27,7 +28,7 @@ style reference for \`generate skybox|background|block-type|image\`, \`bitmagic
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28
  call as \`--reference-image <file>\` instead. Accepting prints a durable URL: paste it into
28
29
  \`GAME-DESIGN.md\`'s world/look section, since \`.bitmagic/\` is not committed and
29
30
  \`bitmagic reference accept <url>\` is how a fresh clone gets it back. Details are in
30
- \`.claude/skills/generating-assets/SKILL.md\`; skip the offer when the idea has no visual identity
31
+ \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\`; skip the offer when the idea has no visual identity
31
32
  yet.
32
33
 
33
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  `;
@@ -1 +1 @@
1
- {"version":3,"file":"reference-guidance.js","sourceRoot":"","sources":["../../src/scaffold/reference-guidance.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,qGAAqG;AACrG,MAAM,CAAC,MAAM,2BAA2B,GAAG;;;;;;;;;;;;;;;;;;;;;CAqB1C,CAAC;AAEF,2EAA2E;AAC3E,MAAM,CAAC,MAAM,8BAA8B,GAAG;;;;;;CAM7C,CAAC;AAEF,gGAAgG;AAChG,MAAM,CAAC,MAAM,8BAA8B,GAAG;;CAE7C,CAAC;AAEF,4EAA4E;AAC5E,MAAM,CAAC,MAAM,gCAAgC,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8B/C,CAAC;AAEF,4EAA4E;AAC5E,MAAM,CAAC,MAAM,0BAA0B,GACrC,6HAA6H,CAAC"}
1
+ {"version":3,"file":"reference-guidance.js","sourceRoot":"","sources":["../../src/scaffold/reference-guidance.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAExD,qGAAqG;AACrG,MAAM,CAAC,MAAM,2BAA2B,GAAG;;;;;;;;;;;;;;;;;;IAkBvC,kBAAkB;;;CAGrB,CAAC;AAEF,2EAA2E;AAC3E,MAAM,CAAC,MAAM,8BAA8B,GAAG;;;;;;CAM7C,CAAC;AAEF,gGAAgG;AAChG,MAAM,CAAC,MAAM,8BAA8B,GAAG;;CAE7C,CAAC;AAEF,4EAA4E;AAC5E,MAAM,CAAC,MAAM,gCAAgC,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8B/C,CAAC;AAEF,4EAA4E;AAC5E,MAAM,CAAC,MAAM,0BAA0B,GACrC,6HAA6H,CAAC"}
@@ -6,15 +6,38 @@
6
6
  * those were 116 lines of loud facts riding in every request's context).
7
7
  *
8
8
  * Same contract as the renderers there: each is a pure function returning the file's contents,
9
- * registered in `PLATFORM_GENERATED_FILES` (project.ts) so `bitmagic init` writes it and
10
- * `bitmagic upgrade` refreshes it — the only path by which an existing project learns about a new
11
- * capability. `project-files.test.ts` enforces the frontmatter (name == directory) and that
12
- * AGENTS.md names every shipped skill. The same template-literal rule applies: the markdown is
13
- * full of backticks, so every one inside is escaped as \` and the test checks the rendered output.
9
+ * registered in `SHIPPED_SKILLS` (project.ts) so `bitmagic init` writes it and `bitmagic upgrade`
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+ * refreshes it — the only path by which an existing project learns about a new capability.
11
+ * `project-files.test.ts` enforces the frontmatter (name == directory) and that AGENTS.md names
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+ * every shipped skill. The same template-literal rule applies: the markdown is full of backticks,
13
+ * so every one inside is escaped as \` and the test checks the rendered output.
14
14
  */
15
- export declare function renderSkillsReadme(): string;
15
+ import type { SkillRenderContext } from './project-files.js';
16
16
  /**
17
- * `.claude/skills/making-a-trailer/SKILL.md` — the whole trailer flow, and the craft that makes a
17
+ * `.kiro/steering/bitmagic.md` — Kiro's startup instructions, and the only per-agent extra file
18
+ * this scaffold writes besides Claude Code's.
19
+ *
20
+ * Kiro is the one supported agent that does not read the root `AGENTS.md` on its own: its
21
+ * convention is `.kiro/steering/*.md`, markdown loaded into context by an `inclusion` mode declared
22
+ * in YAML front matter that must start at byte zero (`inclusion: always` loads it into every
23
+ * interaction, and a file with no front matter at all is treated as always). That much is
24
+ * documented; what Kiro does with a root `AGENTS.md` is not, which is exactly why this file is a
25
+ * POINTER and not a second copy of the guidance. A copy would be another thing to keep current, and
26
+ * `agent-targets.ts` explains why nothing here may depend on an unverified integration point:
27
+ * worst case, Kiro ignores this file and its creator is no worse off than before it existed.
28
+ *
29
+ * The two commands are repeated rather than left to AGENTS.md because they are what a cold start
30
+ * gets wrong — an agent that has not yet opened AGENTS.md still needs `bitmagic dev` running and
31
+ * still needs to reload when it stops.
32
+ */
33
+ export declare function renderKiroSteering(): string;
34
+ /**
35
+ * The one shipped skill whose text is directory-specific, and so the one that reads its render
36
+ * context: it names the directory it is sitting in, and the sibling copies it is not.
37
+ */
38
+ export declare function renderSkillsReadme({ skillsDir, skillDirs }: SkillRenderContext): string;
39
+ /**
40
+ * `<skills dir>/making-a-trailer/SKILL.md` — the whole trailer flow, and the craft that makes a
18
41
  * cut watchable.
19
42
  *
20
43
  * Two kinds of knowledge live here on purpose. The FLOW (record → make → look → publish) is plain
@@ -25,7 +48,7 @@ export declare function renderSkillsReadme(): string;
25
48
  */
26
49
  export declare function renderTrailerSkill(): string;
27
50
  /**
28
- * `.claude/skills/publishing-a-game/SKILL.md` — the whole ship-it path, and every way it refuses.
51
+ * `<skills dir>/publishing-a-game/SKILL.md` — the whole ship-it path, and every way it refuses.
29
52
  *
30
53
  * This is the largest block that came out of AGENTS.md, and it is the clearest case for the split:
31
54
  * an agent about to publish KNOWS it is publishing, and an agent staring at a non-zero exit code
@@ -37,7 +60,7 @@ export declare function renderTrailerSkill(): string;
37
60
  */
38
61
  export declare function renderPublishingSkill(): string;
39
62
  /**
40
- * `.claude/skills/working-with-the-creator/SKILL.md` — the dev view as a two-way channel.
63
+ * `<skills dir>/working-with-the-creator/SKILL.md` — the dev view as a two-way channel.
41
64
  *
42
65
  * The creator is not only watching: they drag gizmos into `world.json`, they paste frames from
43
66
  * their running game, and one editor action (`hq.requested`) is a job handed to the agent. Reading
@@ -6,23 +6,78 @@
6
6
  * those were 116 lines of loud facts riding in every request's context).
7
7
  *
8
8
  * Same contract as the renderers there: each is a pure function returning the file's contents,
9
- * registered in `PLATFORM_GENERATED_FILES` (project.ts) so `bitmagic init` writes it and
10
- * `bitmagic upgrade` refreshes it — the only path by which an existing project learns about a new
11
- * capability. `project-files.test.ts` enforces the frontmatter (name == directory) and that
12
- * AGENTS.md names every shipped skill. The same template-literal rule applies: the markdown is
13
- * full of backticks, so every one inside is escaped as \` and the test checks the rendered output.
9
+ * registered in `SHIPPED_SKILLS` (project.ts) so `bitmagic init` writes it and `bitmagic upgrade`
10
+ * refreshes it — the only path by which an existing project learns about a new capability.
11
+ * `project-files.test.ts` enforces the frontmatter (name == directory) and that AGENTS.md names
12
+ * every shipped skill. The same template-literal rule applies: the markdown is full of backticks,
13
+ * so every one inside is escaped as \` and the test checks the rendered output.
14
14
  */
15
- export function renderSkillsReadme() {
16
- return `# Claude Code skills
15
+ import { describeSkillsDir } from './agent-targets.js';
16
+ /**
17
+ * `.kiro/steering/bitmagic.md` — Kiro's startup instructions, and the only per-agent extra file
18
+ * this scaffold writes besides Claude Code's.
19
+ *
20
+ * Kiro is the one supported agent that does not read the root `AGENTS.md` on its own: its
21
+ * convention is `.kiro/steering/*.md`, markdown loaded into context by an `inclusion` mode declared
22
+ * in YAML front matter that must start at byte zero (`inclusion: always` loads it into every
23
+ * interaction, and a file with no front matter at all is treated as always). That much is
24
+ * documented; what Kiro does with a root `AGENTS.md` is not, which is exactly why this file is a
25
+ * POINTER and not a second copy of the guidance. A copy would be another thing to keep current, and
26
+ * `agent-targets.ts` explains why nothing here may depend on an unverified integration point:
27
+ * worst case, Kiro ignores this file and its creator is no worse off than before it existed.
28
+ *
29
+ * The two commands are repeated rather than left to AGENTS.md because they are what a cold start
30
+ * gets wrong — an agent that has not yet opened AGENTS.md still needs `bitmagic dev` running and
31
+ * still needs to reload when it stops.
32
+ */
33
+ export function renderKiroSteering() {
34
+ return `---
35
+ inclusion: always
36
+ ---
37
+
38
+ # Bitmagic
17
39
 
18
- Claude Code skills placed in this directory apply to this project. See \`AGENTS.md\` at the
19
- project root for the guidance an agent should read before editing this game.
40
+ This is a Bitmagic game project.
20
41
 
42
+ **Read \`AGENTS.md\` at the project root before editing anything here.** It describes this engine
43
+ and this version of the GDK, \`bitmagic upgrade\` keeps it current, and it outranks anything you
44
+ remember about Bitmagic. Your own copy of the skills it names is in \`.kiro/skills/\`.
45
+
46
+ Two things it will tell you that are worth having before you have read it:
47
+
48
+ - **Start \`bitmagic dev\` in the background and leave it running**, before you build anything. It
49
+ serves the game and the editor so the person you are building for can watch and steer.
50
+ - **Run \`bitmagic reload\` when you finish a turn**, so their browser shows the finished work
51
+ rather than a frame from the middle of it. It exits 0 and does nothing when no dev server is up.
52
+ `;
53
+ }
54
+ /**
55
+ * The one shipped skill whose text is directory-specific, and so the one that reads its render
56
+ * context: it names the directory it is sitting in, and the sibling copies it is not.
57
+ */
58
+ export function renderSkillsReadme({ skillsDir, skillDirs }) {
59
+ // Built outside the literal because nesting a template literal inside `${}` of a file that
60
+ // escapes every backtick is the one place that escaping reliably goes wrong.
61
+ const siblings = skillDirs.filter((dir) => dir !== skillsDir).map((dir) => '`' + dir + '/`');
62
+ // A bullet list rather than a sentence: the directory names are substituted, so any sentence
63
+ // long enough to hold two of them wraps at a width this file cannot know.
64
+ const alsoWritten = siblings.length === 0
65
+ ? ''
66
+ : '\nAgents do not agree on where project skills live, so the shipped set below is written into' +
67
+ "\nevery directory this project's agents read — this one, and:\n\n" +
68
+ siblings.map((dir) => `- ${dir}`).join('\n') +
69
+ '\n\nThey hold the same guidance, and `bitmagic upgrade` refreshes every copy.\n';
70
+ return `# Agent skills for this Bitmagic game
71
+
72
+ This directory is \`${skillsDir}/\` — ${describeSkillsDir(skillsDir)}.
73
+
74
+ See \`AGENTS.md\` at the project root for the guidance an agent should read before editing this game.
75
+ ${alsoWritten}
21
76
  ## Which of these are yours
22
77
 
23
78
  \`planning-a-game/\`, \`finding-engine-apis/\`, \`generating-assets/\`, \`checking-usage/\`,
24
79
  \`judging-quality/\`, \`theming-the-hud/\`, \`making-a-trailer/\`, \`publishing-a-game/\`,
25
- \`working-with-the-creator/\` — and
80
+ \`working-with-the-creator/\`, \`converting-unity-levels/\` — and
26
81
  this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
27
82
  describe what the CLI and the engine can do, so they have to stay current with both; edits to them
28
83
  are lost on the next upgrade.
@@ -38,14 +93,15 @@ are lost on the next upgrade.
38
93
  | \`making-a-trailer/\` | asked for a trailer, a highlight reel, a gameplay video, or to record gameplay — \`bitmagic trailer\` from recording to a CDN link, and how to tune the cut from prompts |
39
94
  | \`publishing-a-game/\` | shipping the game to bitmagic.ai — the verify gate, public vs private, thumbnails, category tags, and every way \`bitmagic publish\` can refuse |
40
95
  | \`working-with-the-creator/\` | they are editing alongside you — gizmo drags into \`world.json\`, a pasted frame from their game, \`.bitmagic/edit/events.jsonl\`, their phone |
96
+ | \`converting-unity-levels/\` | a creator wants a Unity scene or game ported, replicated or "brought over" — reusing its prefabs, FBX models and colliders — or a converted level has pieces rotated, mis-scaled, walls that do not collide, an empty corner |
41
97
 
42
98
  Every other directory here is yours. \`upgrade\` never opens a skill it does not ship, and never
43
- deletes anything under \`.claude/\`. Put project-specific guidance in a skill of your own, or in
44
- \`AGENTS.md\` — both are left alone.
99
+ deletes anything under a skills directory. Put project-specific guidance in a skill of your own, or
100
+ in \`AGENTS.md\` — both are left alone.
45
101
  `;
46
102
  }
47
103
  /**
48
- * `.claude/skills/making-a-trailer/SKILL.md` — the whole trailer flow, and the craft that makes a
104
+ * `<skills dir>/making-a-trailer/SKILL.md` — the whole trailer flow, and the craft that makes a
49
105
  * cut watchable.
50
106
  *
51
107
  * Two kinds of knowledge live here on purpose. The FLOW (record → make → look → publish) is plain
@@ -208,7 +264,7 @@ from the changed region, compare with the previous \`-rN\`, deliver the URL.
208
264
  `;
209
265
  }
210
266
  /**
211
- * `.claude/skills/publishing-a-game/SKILL.md` — the whole ship-it path, and every way it refuses.
267
+ * `<skills dir>/publishing-a-game/SKILL.md` — the whole ship-it path, and every way it refuses.
212
268
  *
213
269
  * This is the largest block that came out of AGENTS.md, and it is the clearest case for the split:
214
270
  * an agent about to publish KNOWS it is publishing, and an agent staring at a non-zero exit code
@@ -332,7 +388,7 @@ blocked at the moment you ship.
332
388
  `;
333
389
  }
334
390
  /**
335
- * `.claude/skills/working-with-the-creator/SKILL.md` — the dev view as a two-way channel.
391
+ * `<skills dir>/working-with-the-creator/SKILL.md` — the dev view as a two-way channel.
336
392
  *
337
393
  * The creator is not only watching: they drag gizmos into `world.json`, they paste frames from
338
394
  * their running game, and one editor action (`hq.requested`) is a job handed to the agent. Reading
@@ -1 +1 @@
1
- {"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6BR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsJR,CAAC;AACF,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8GR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
1
+ {"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAGvD;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;CAkBR,CAAC;AACF,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,kBAAkB,CAAC,EAAE,SAAS,EAAE,SAAS,EAAsB;IAC7E,2FAA2F;IAC3F,6EAA6E;IAC7E,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,CAAC;IAC7F,6FAA6F;IAC7F,0EAA0E;IAC1E,MAAM,WAAW,GACf,QAAQ,CAAC,MAAM,KAAK,CAAC;QACnB,CAAC,CAAC,EAAE;QACJ,CAAC,CAAC,8FAA8F;YAC9F,mEAAmE;YACnE,QAAQ,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YAC5C,iFAAiF,CAAC;IAExF,OAAO;;sBAEa,SAAS,SAAS,iBAAiB,CAAC,SAAS,CAAC;;;EAGlE,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;CA0BZ,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsJR,CAAC;AACF,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8GR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
@@ -0,0 +1,30 @@
1
+ /**
2
+ * The `converting-unity-levels` skill: a Unity scene + prefabs + FBX + colliders into one GLB and
3
+ * collider data for a Bitmagic game. Distilled from a 2D arena-shooter port, where every rule in
4
+ * it was paid for with a level that looked plausible and was wrong.
5
+ *
6
+ * Same contract as `skill-files.ts`: pure functions returning file contents, registered in
7
+ * `SHIPPED_SKILLS` (project.ts), so every skills directory the project holds receives a copy. The
8
+ * skill is prose plus four references; the Python and Blender scripts it drives ship in the
9
+ * package's `assets/unity-import/` (see `files` in package.json) rather than being rendered into
10
+ * every project, since most games never port a Unity level and the scripts are large. Nothing
11
+ * game-specific is in those scripts: each project describes itself in `tools/unity-import.json`,
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+ * which the skill's step 0 walks through.
13
+ *
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+ * Scope, stated in the skill itself: the visual pipeline is general; collider extraction is
15
+ * general; the emitted level data is shaped for 2D-on-a-plane games, and a 3D game builds its
16
+ * physics from the raw collider JSON instead.
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+ *
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+ * Generated from the markdown in the origin project's `.claude/skills/converting-unity-levels/`;
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+ * backticks and `${` are escaped for the template literal, and `project-files.test.ts` checks the
20
+ * rendered frontmatter.
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+ */
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+ export declare function renderUnityLevelsSkill(): string;
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+ /** `<skills dir>/converting-unity-levels/references/unity-scene-traps.md` */
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+ export declare function renderUnityLevelsTrapsReference(): string;
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+ /** `<skills dir>/converting-unity-levels/references/fbx-conversion.md` */
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+ export declare function renderUnityLevelsFbxReference(): string;
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+ /** `<skills dir>/converting-unity-levels/references/physics-and-shadows.md` */
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+ export declare function renderUnityLevelsPhysicsReference(): string;
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+ /** `<skills dir>/converting-unity-levels/references/verification.md` */
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+ export declare function renderUnityLevelsVerificationReference(): string;