opencode-skills-collection 3.0.8 → 3.0.10

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Files changed (36) hide show
  1. package/bundled-skills/.antigravity-install-manifest.json +6 -1
  2. package/bundled-skills/aomi-transact/SKILL.md +127 -0
  3. package/bundled-skills/docs/integrations/jetski-cortex.md +3 -3
  4. package/bundled-skills/docs/integrations/jetski-gemini-loader/README.md +1 -1
  5. package/bundled-skills/docs/maintainers/repo-growth-seo.md +3 -3
  6. package/bundled-skills/docs/maintainers/skills-update-guide.md +1 -1
  7. package/bundled-skills/docs/users/bundles.md +1 -1
  8. package/bundled-skills/docs/users/claude-code-skills.md +1 -1
  9. package/bundled-skills/docs/users/gemini-cli-skills.md +1 -1
  10. package/bundled-skills/docs/users/getting-started.md +1 -1
  11. package/bundled-skills/docs/users/kiro-integration.md +1 -1
  12. package/bundled-skills/docs/users/usage.md +4 -4
  13. package/bundled-skills/docs/users/visual-guide.md +4 -4
  14. package/bundled-skills/git-pr-review/SKILL.md +12 -0
  15. package/bundled-skills/kubestellar-console/SKILL.md +14 -5
  16. package/bundled-skills/loki-mode/examples/todo-app-generated/backend/package-lock.json +9 -8
  17. package/bundled-skills/loki-mode/examples/todo-app-generated/backend/package.json +2 -1
  18. package/bundled-skills/mock-hunter/SKILL.md +144 -0
  19. package/bundled-skills/multi-agent-architect/SKILL.md +361 -0
  20. package/bundled-skills/production-audit/SKILL.md +9 -8
  21. package/bundled-skills/rich-elicitation/SKILL.md +213 -0
  22. package/bundled-skills/skill-writer/references/authoring-path.md +26 -0
  23. package/bundled-skills/skill-writer/references/description-optimization.md +30 -0
  24. package/bundled-skills/skill-writer/references/design-principles.md +26 -0
  25. package/bundled-skills/skill-writer/references/evaluation-path.md +28 -0
  26. package/bundled-skills/skill-writer/references/examples/workflow-process.md +27 -0
  27. package/bundled-skills/skill-writer/references/iteration-path.md +28 -0
  28. package/bundled-skills/skill-writer/references/mode-selection.md +35 -0
  29. package/bundled-skills/skill-writer/references/output-patterns.md +34 -0
  30. package/bundled-skills/skill-writer/references/registration-validation.md +33 -0
  31. package/bundled-skills/skill-writer/references/skill-patterns.md +50 -0
  32. package/bundled-skills/skill-writer/references/synthesis-path.md +31 -0
  33. package/bundled-skills/skill-writer/references/workflow-patterns.md +36 -0
  34. package/bundled-skills/unity-ai-game-creator/SKILL.md +299 -0
  35. package/package.json +1 -1
  36. package/skills_index.json +111 -1
@@ -0,0 +1,30 @@
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+ # Description Optimization
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+
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+ The frontmatter `description` is the trigger surface. It should say what the skill does and when to use it.
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+
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+ ## Should-trigger set
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+
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+ Write 3 to 6 queries that should load the skill. Confirm the description contains the user's likely nouns and verbs.
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+
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+ Examples:
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+
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+ - "Create a new skill for PDF cleanup."
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+ - "Update this skill to add a safer validation flow."
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+ - "Turn these docs into a reusable agent workflow."
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+
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+ ## Should-not-trigger set
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+
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+ Write 3 to 6 nearby queries that should not load the skill. Remove vague words that over-trigger.
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+
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+ Examples:
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+
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+ - "Explain what skills are at a high level."
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+ - "Install an existing skill."
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+ - "Run a one-off command that does not need a reusable workflow."
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+
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+ ## Precision rules
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+
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+ - Put domain, artifact, and action words in the first sentence.
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+ - Avoid generic descriptions like "helps with productivity."
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+ - Include major variants only if the skill really supports them.
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+ - Keep the description compact enough to scan.
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+ # Design Principles
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+
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+ ## Write for agent behavior
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+
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+ - Use imperative instructions that tell the agent what to do.
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+ - Put trigger language in the frontmatter description, not only in the body.
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+ - Keep SKILL.md as a navigation layer when the skill has many modes.
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+ - Put optional depth, examples, rubrics, and tool-specific details in references.
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+
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+ ## Keep the context budget healthy
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+
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+ - Prefer checklists, tables, and short decision rules over long essays.
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+ - Do not duplicate the same rule in SKILL.md and references unless it is a safety-critical reminder.
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+ - Include only files the agent may actually load during work.
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+
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+ ## Balance depth and concision
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+
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+ - Add detail where mistakes are costly, repeated, or hard to detect.
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+ - Compress detail where the model already has general knowledge.
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+ - Make every required artifact explicit: files, commands, reports, comments, commits, or validation outputs.
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+
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+ ## Safety and provenance
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+
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+ - Label risky, destructive, credential-handling, financial, medical, legal, or security guidance clearly.
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+ - Preserve source provenance when adapting external content.
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+ - Prefer safe commands and explicit prerequisites over remote execution shortcuts.
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+ # Evaluation Path
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+
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+ Use evaluation to decide whether the skill actually changes agent behavior.
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+
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+ ## Lightweight qualitative check
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+
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+ Run this by default:
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+
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+ 1. Read the skill as an agent would.
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+ 2. Simulate one realistic task.
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+ 3. Confirm the output contract is clear.
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+ 4. Check that validation is possible.
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+ 5. List residual gaps.
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+
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+ ## Depth rubric
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+
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+ Score each dimension as pass, partial, or fail:
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+
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+ - Trigger precision.
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+ - Workflow completeness.
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+ - Safety and permission boundaries.
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+ - Output determinism.
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+ - Validation strength.
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+ - Progressive disclosure.
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+
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+ ## Baseline comparison
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+
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+ Only run a deeper baseline-vs-with-skill comparison when requested or when risk is high. Use the same task, same inputs, and a holdout case that was not used while editing.
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+ # Example: Workflow Process Skill
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+
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+ Use this shape when a task needs a predictable sequence and a clear closeout.
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+
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+ ## Trigger
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+
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+ Use when the user asks to run a repeatable maintenance, release, audit, or conversion process.
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+
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+ ## Skeleton
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+
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+ ```markdown
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+ # Example Workflow Skill
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+
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+ Resolve scope, inspect source files, execute the ordered workflow, validate results, and report changed artifacts.
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+
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+ ## Workflow
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+
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+ 1. Inspect local instructions and inputs.
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+ 2. Select the smallest matching path.
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+ 3. Make scoped changes.
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+ 4. Run required checks.
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+ 5. Report results and gaps.
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+
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+ ## Output
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+
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+ Return summary, files changed, validation, and remaining risks.
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+ ```
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+ # Iteration Path
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+
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+ Use this path when improving a skill from outcomes, traces, examples, or user feedback.
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+
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+ ## Gather examples
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+
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+ Collect:
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+
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+ - Positive examples where the skill helped.
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+ - Negative examples where it misfired.
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+ - Fix examples showing the desired behavior.
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+ - Any validation output or user correction.
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+
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+ Remove secrets and unrelated personal data before storing examples.
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+
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+ ## Diagnose
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+
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+ For each example, identify whether the problem is:
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+
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+ - Triggering: skill loaded too often or not often enough.
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+ - Routing: wrong reference or workflow branch.
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+ - Instruction gap: missing step, safety rule, or output requirement.
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+ - Validation gap: no check caught the failure.
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+ - Overload: too much context or too many steps.
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+
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+ ## Patch
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+
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+ Make the smallest instruction change that would have changed the outcome. Retest against at least one positive and one negative example when feasible.
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+ # Mode Selection
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+
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+ Use this file first. Pick the smallest path that can satisfy the user's request.
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+
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+ ## Skill classes
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+
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+ - `workflow-process`: repeatable multi-step work where sequencing, checkpoints, and outputs matter.
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+ - `integration-documentation`: using a specific API, CLI, SDK, file format, or platform.
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+ - `security-review`: finding, validating, or fixing safety and security issues.
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+ - `skill-authoring`: creating or improving skills, generators, templates, or skill documentation.
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+ - `generic`: broad guidance where no specialized pattern fits.
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+
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+ ## Operation modes
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+
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+ - `create`: new skill folder or new supporting files.
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+ - `update`: revise an existing skill without changing its core purpose.
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+ - `synthesize`: build a skill from external docs, local files, examples, or multiple sources.
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+ - `iterate`: improve a skill from observed outcomes, user feedback, traces, or examples.
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+
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+ ## Required paths
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+
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+ | Mode | Read next |
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+ |------|-----------|
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+ | `create` | `authoring-path.md`, then `description-optimization.md` |
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+ | `update` | `authoring-path.md`, then `registration-validation.md` |
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+ | `synthesize` | `synthesis-path.md`, then `authoring-path.md` |
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+ | `iterate` | `iteration-path.md`, then `authoring-path.md` |
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+
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+ For hybrid work, run the paths in this order: `synthesize`, `iterate`, `authoring`, `evaluation`, `registration`.
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+
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+ ## Depth decision
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+
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+ - Use a lightweight pass for small copy, metadata, or reference repairs.
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+ - Use a full synthesis pass when the skill depends on external behavior, tools, safety rules, or examples.
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+ - Ask one concise clarification only when target audience, tool surface, or safety boundary is unknown and cannot be inferred.
@@ -0,0 +1,34 @@
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+ # Output Patterns
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+
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+ ## Standard implementation closeout
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+
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+ Return:
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+
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+ 1. Summary.
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+ 2. Files changed.
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+ 3. Validation performed.
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+ 4. Open gaps or risks.
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+
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+ ## Review findings
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+
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+ Return findings first, ordered by severity:
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+
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+ - File and line.
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+ - Impact.
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+ - Suggested fix.
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+
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+ Then include open questions and a brief summary.
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+
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+ ## Skill authoring report
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+
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+ Return:
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+
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+ 1. Skill purpose and trigger.
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+ 2. Structure chosen.
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+ 3. References or scripts added.
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+ 4. Validation result.
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+ 5. Known limitations.
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+
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+ ## Deterministic artifacts
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+
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+ When the user expects a file, deck, spreadsheet, script, or release, produce the artifact and report where it is. Do not replace the artifact with advice.
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+ # Registration And Validation
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+
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+ Use this path after skill edits.
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+
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+ ## Repository checks
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+
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+ Run the checks required by the repository. In this project, skill changes normally require:
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+
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+ ```bash
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+ npm run chain
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+ npm run catalog
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+ ```
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+
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+ Use stricter or specialized checks when the changed skill includes risky commands, external references, generated artifacts, or package/runtime behavior.
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+
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+ ## Artifact checks
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+
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+ Confirm:
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+
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+ - `SKILL.md` frontmatter parses.
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+ - Referenced files exist.
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+ - Generated registry files are synced when the repository owns them on `main`.
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+ - Credits and provenance are present when external sources are used.
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+ - The final response reports validation honestly.
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+
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+ ## Reject conditions
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+
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+ Do not mark the work complete if:
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+
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+ - Required references are missing.
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+ - The skill cannot be followed without hidden context.
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+ - A risky instruction lacks prerequisites.
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+ - Validation failed and the failure is not explicitly accepted by the user.
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+ # Skill Patterns
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+
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+ ## Minimal workflow skill
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+
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+ Use for narrow repeatable work.
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+
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+ Structure:
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+
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+ 1. Purpose and trigger.
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+ 2. Inputs to collect.
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+ 3. Ordered steps.
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+ 4. Output contract.
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+ 5. Validation.
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+ 6. Limitations.
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+
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+ ## Navigation skill with references
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+
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+ Use when the skill covers several modes, tools, or depth levels.
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+
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+ Structure:
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+
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+ 1. Short SKILL.md with a routing table.
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+ 2. One reference per mode or domain.
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+ 3. Examples in `references/examples/`.
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+ 4. Scripts only for deterministic repeated actions.
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+
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+ ## Integration skill
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+
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+ Use for CLIs, APIs, SDKs, or platforms.
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+
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+ Include:
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+
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+ - Installation or environment assumptions.
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+ - Authentication and permission boundaries.
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+ - Safe command patterns.
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+ - Common failure signatures.
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+ - Verification commands.
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+
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+ ## Review or audit skill
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+
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+ Use for code, security, docs, or quality reviews.
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+
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+ Include:
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+
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+ - Scope definition.
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+ - Evidence collection.
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+ - Severity or priority scale.
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+ - Finding format.
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+ - False-positive handling.
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+ - Verification and residual risk.
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+ # Synthesis Path
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+
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+ Use this path when a skill depends on external docs, existing local files, prior examples, or multiple sources.
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+
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+ ## Source collection
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+
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+ 1. Identify local source files first.
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+ 2. Use primary sources for tools, APIs, standards, and current behavior.
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+ 3. Record source names or URLs when adapting material.
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+ 4. Separate facts from assumptions.
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+
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+ ## Coverage checks
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+
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+ Confirm the skill covers:
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+
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+ - When to use and when not to use it.
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+ - Required inputs and permissions.
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+ - Main workflow.
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+ - Expected outputs.
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+ - Validation commands or checks.
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+ - Common failure modes.
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+ - Safety boundaries.
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+
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+ ## Depth gates
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+
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+ Do not move to authoring until:
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+
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+ - The core task can be executed from the skill alone.
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+ - Risky or irreversible actions have prerequisites.
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+ - External sources are credited when required.
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+ - Missing information is either resolved or listed as an explicit assumption.
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+ # Workflow Patterns
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+
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+ ## Linear workflow
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+
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+ Use when each step depends on the previous step.
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+
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+ Pattern: inspect -> decide -> implement -> validate -> report.
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+
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+ ## Branching workflow
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+
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+ Use when task type changes the next steps.
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+
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+ Pattern:
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+
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+ 1. Classify the task.
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+ 2. Select the matching branch.
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+ 3. Run only branch-specific references.
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+ 4. Rejoin at validation.
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+
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+ ## Evidence-first workflow
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+
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+ Use when correctness depends on files, logs, sources, or user-provided examples.
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+
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+ Pattern: collect evidence -> summarize constraints -> make the smallest effective change -> verify against evidence.
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+
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+ ## Iterative workflow
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+
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+ Use when outputs improve through examples or feedback.
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+
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+ Pattern: gather examples -> identify deltas -> patch instructions -> test against holdout cases -> record remaining gaps.
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+
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+ ## Release or publishing workflow
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+
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+ Use when the skill must produce public artifacts.
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+
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+ Pattern: preflight -> changelog or notes -> version/tag/release -> publish -> close linked work.
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+ ---
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+ name: unity-ai-game-creator
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+ description: "Transform raw game ideas into complete Unity projects with AI-powered asset generation, scene blueprints, music/SFX prompts, and step-by-step development procedures using Unity 6+ and modern AI tools."
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+ category: game-development
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+ risk: safe
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+ source: community
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+ source_type: community
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+ date_added: "2026-05-08"
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+ author: Mann-Makhecha
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+ tags: [unity, game-development, ai-generation, asset-pipeline, scene-design, music-generation, game-design-document]
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+ tools: [claude, cursor, gemini, codex, antigravity]
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+ ---
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+
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+ # Unity AI Game Creator
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+
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+ ## Overview
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+
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+ This skill transforms a raw game concept into a fully structured Unity development plan with AI-generated assets, scenes, music, scripts, and deployment-ready builds. It guides the agent through a 5-phase pipeline — from extracting core game dimensions to producing ready-to-use AI prompts for every asset category — using the latest Unity 6+ features and AI tooling ecosystem. Unlike generic Unity reference skills, this skill is workflow-driven: the user provides an idea, and the agent delivers a complete, actionable game development roadmap.
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+
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+ ## When to Use This Skill
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+
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+ - Use when a user describes a game idea and wants a complete development plan
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+ - Use when generating AI prompts for 3D models, textures, music, sound effects, or UI assets
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+ - Use when setting up a new Unity project from scratch with modern architecture
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+ - Use when creating Scene Blueprints from a concept description
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+ - Use when building a Game Design Document (GDD) from a rough idea
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+ - Use when leveraging Unity AI Assistant, MCP server, or external AI tools in a game workflow
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+ - Use when planning monetization, performance budgets, or app store deployment
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+
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+ ## How It Works
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+
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+ ### Master Pipeline
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+
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+ Execute these phases in order. Each phase produces concrete deliverables before advancing.
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+
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+ ```
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+ PHASE 1: IDEATION ──▶ PHASE 2: BLUEPRINT ──▶ PHASE 3: GENERATION ──▶ PHASE 4: ASSEMBLY ──▶ PHASE 5: DEPLOYMENT
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+ Game Brief GDD + Scenes AI Prompts + Assets Project Setup Build + Store
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+ Genre Analysis Architecture Scripts + Audio Core Systems QA + Submit
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+ Scope Assessment Scene Blueprints Voice + UI Polish + Juice Analytics
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+ ```
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+
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+ ### Phase 1: Ideation & Deep Analysis
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+
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+ Extract and clarify these dimensions from the user's game idea. Ask only for what is ambiguous — infer the rest from context.
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+
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+ | Dimension | What to Extract | If Unclear |
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+ |-----------|----------------|------------|
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+ | **Genre** | Primary + secondary genre blend | Suggest 3 genre combinations |
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+ | **Platform** | Mobile, PC, Console, WebGL, VR/AR | Recommend based on scope |
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+ | **Perspective** | 2D, 2.5D, 3D, Top-down, Side-scroll, FPS, TPS | Infer from genre |
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+ | **Art Style** | Realistic, Stylized, Pixel, Low-poly, Anime, Painterly | Suggest 3 options |
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+ | **Core Loop** | The 30-second repeating gameplay action | Identify from description |
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+ | **Target Audience** | Age range, gamer profile, platform habits | Recommend based on genre |
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+ | **Session Length** | Average play session duration | Infer from platform + genre |
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+ | **Monetization** | Free-to-play, Premium, Hybrid | Recommend based on platform |
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+ | **Scope** | Solo dev, small team, studio | Ask if not obvious |
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+ | **Timeline** | MVP in weeks, full release target | Suggest realistic milestones |
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+
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+ **Also provide:**
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+ 1. **Top 3 Reference Games** — What they do well, what the user can learn
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+ 2. **Market Gap** — What opportunity exists that competitors miss
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+ 3. **Core Differentiator** — The one unique thing about this game
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+ 4. **Risk Assessment** — Technical and market risks with mitigations
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+
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+ **Scope Calibration:**
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+
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+ | Scope | Timeline | Team Size | Feature Budget |
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+ |-------|----------|-----------|----------------|
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+ | Prototype | 1–2 weeks | Solo | Core loop only |
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+ | Vertical Slice | 4–6 weeks | Solo–2 | 1 complete level + polish |
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+ | MVP | 8–12 weeks | 2–4 | 3–5 levels + save + UI |
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+ | Full Release | 16–24+ weeks | 3–8 | Complete content + multiplayer |
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+
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+ ### Phase 2: Blueprint & Design
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+
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+ #### Game Design Document (GDD)
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+
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+ Generate a structured GDD covering:
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+
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+ 1. **Executive Summary** — Elevator pitch, genre, USPs
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+ 2. **Gameplay** — Core loop diagram, progression, abilities, win/loss, difficulty curve
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+ 3. **World & Narrative** — Setting, characters, level structure
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+ 4. **Art Direction** — Visual style, color palette (hex codes), reference descriptions, UI/UX style
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+ 5. **Audio Direction** — Music style per scene, SFX categories, voice needs
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+ 6. **Technical Spec** — Unity version, render pipeline, performance budgets, SDKs
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+ 7. **Monetization Strategy** — Revenue model, IAP design, ad placement
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+ 8. **Development Roadmap** — Phases, milestones, feature priority matrix, risk register
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+
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+ #### Scene Blueprints
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+
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+ For each scene, produce a hierarchy covering:
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+
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+ - **Environment** — Ground/terrain, skybox, lighting setup, props with positions
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+ - **Interactive Objects** — Behavior on interaction
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+ - **Characters / NPCs** — AI behavior, patrol paths, dialogue triggers
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+ - **UI Overlay** — HUD elements, contextual prompts
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+ - **Audio Layers** — Background music (mood, tempo, loop point), ambient SFX, trigger SFX
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+ - **Camera Setup** — Type (Cinemachine/Fixed/Follow), behavior configuration
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+ - **Systems Active** — Save checkpoints, spawners, particle effects
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+
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+ #### Architecture Blueprint
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+
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+ Provide recommended project folder structure:
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+
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+ ```
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+ Assets/_Project/
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+ ├── Scripts/ (Core, Gameplay, UI, Data, Audio, Utilities)
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+ ├── Prefabs/ (Characters, Environment, UI, VFX)
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+ ├── Scenes/
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+ ├── Art/ (Models, Textures, Materials, Animations, UI_Assets)
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+ ├── Audio/ (Music, SFX, Ambience)
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+ ├── ScriptableObjects/
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+ └── Resources/
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+ ```
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+
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+ ### Phase 3: AI-Powered Asset Generation
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+
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+ For every asset category, provide ready-to-use prompts for the best current AI tools.
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+
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+ #### 3D Model Prompts
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+
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+ Recommend tools dynamically (Meshy.ai, Tripo3D, Rodin, Unity AI Assistant) and generate prompts including:
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+ - Asset name, art style, gameplay purpose
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+ - Polygon budget, texture resolution, PBR maps needed
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+ - Animation-ready flag, scale reference
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+ - Unity import settings (scale factor, normals, animation type, material handling)
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+
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+ #### Texture & 2D Asset Prompts
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+
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+ Recommend tools (Leonardo.ai, Midjourney, DALL·E, Unity AI Assistant) and generate prompts including:
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+ - Texture type (seamless tile, sprite, UI element, concept art)
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+ - Resolution, style, tiling requirements, PBR maps
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+ - Unity import settings (texture type, filter mode, compression, max size)
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+
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+ #### Music Prompts
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+
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+ Recommend tools (Suno, Soundraw, Sonauto) and generate prompts including:
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+ - Track name, scene context, mood, tempo (BPM), duration
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+ - Instruments, reference tracks, loop points, dynamic layers
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+ - Unity import settings (format, load type, compression, loop config)
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+
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+ #### Sound Effects Prompts
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+
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+ Recommend tools (ElevenLabs, OptimizerAI/SFX Engine) and generate prompts including:
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+ - SFX name, category, gameplay context, duration
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+ - Variation count, characteristics
148
+ - Unity import settings (format, load type, 3D sound config, variation arrays)
149
+
150
+ #### Voice & Narration Prompts
151
+
152
+ Recommend tools (ElevenLabs, Play.ht, Coqui) and generate prompts including:
153
+ - Character name, voice profile, dialogue line, emotion, context
154
+
155
+ #### UI/UX Asset Prompts
156
+
157
+ Generate specifications for Unity UI Toolkit or AI image generation including:
158
+ - Element name, screen context, visual style
159
+ - States (normal, hover, pressed, disabled)
160
+ - Dimensions, anchor behavior, animation descriptions
161
+
162
+ ### Phase 4: Assembly & Development
163
+
164
+ #### Project Initialization Checklist
165
+
166
+ - Unity version (recommend latest Unity 6 LTS)
167
+ - Render pipeline (URP for mobile/stylized, HDRP for high-fidelity, Built-in for 2D)
168
+ - Build settings, player settings (color space, scripting backend, API compatibility)
169
+ - Essential packages (Input System, Cinemachine, TextMeshPro, Addressables, Unity AI Assistant)
170
+ - Git LFS configuration for large assets
171
+
172
+ #### Development Order (Week-by-Week)
173
+
174
+ 1. **Foundation** — Project setup, GameManager, event system, scene management, input config
175
+ 2. **Core Gameplay** — Player controller, camera, core loop, basic enemies
176
+ 3. **Content & Systems** — Level building, UI system, audio manager, save/load
177
+ 4. **Polish & Feedback** — VFX/juice, progression, tutorial, settings
178
+ 5. **Platform & Release** — Profiling, monetization, analytics, platform polish, submission
179
+
180
+ #### Script Architecture Patterns
181
+
182
+ - GameManager → Singleton or Service Locator
183
+ - Events → Observer Pattern (C# events + ScriptableObject Events)
184
+ - Save System → JSON serialization + encryption
185
+ - Object Pooling → Generic pool for bullets, enemies, VFX
186
+ - State Machine → Player states, game states, enemy AI
187
+ - Audio → Singleton with Audio Mixer Groups
188
+ - UI → UI Toolkit with MVVM or event binding
189
+ - Scene Loading → Addressables + async with progress
190
+ - Input → New Input System with Action Maps
191
+
192
+ #### Unity AI Assistant & MCP Integration
193
+
194
+ - Setup steps for Unity AI Assistant (Unity 6.3+)
195
+ - MCP server configuration for external IDE/agent control
196
+ - Example in-editor prompts for scene manipulation, scripting, profiling
197
+
198
+ ### Phase 5: Quality & Deployment
199
+
200
+ #### Performance Budgets
201
+
202
+ | | Mobile | PC | Console |
203
+ |--------------------|-----------|-----------|-----------|
204
+ | Target FPS | 30/60 | 60/120 | 60 |
205
+ | Draw Calls | < 100 | < 500 | < 300 |
206
+ | Triangles/frame | < 100K | < 2M | < 1M |
207
+ | Texture Memory | < 150MB | < 1GB | < 512MB |
208
+ | Build Size | < 150MB | < 2GB | < 4GB |
209
+
210
+ #### Testing Checklist
211
+
212
+ Core loop stability, UI responsiveness, save/load persistence, audio balance, memory leak checks, frame rate stability, input device coverage, edge cases (low battery, interruptions), accessibility, localization.
213
+
214
+ #### Store Submission Guide
215
+
216
+ App icon, feature graphic, screenshots, promotional video, descriptions, keywords, privacy policy, age rating, content rating — with AI prompts for generating marketing assets.
217
+
218
+ ## Examples
219
+
220
+ ### Example 1: Cozy Farming Game
221
+
222
+ **User:** "I want to make a cozy farming game with magic elements for mobile"
223
+
224
+ **Agent delivers:**
225
+ 1. **Game Brief** — Cozy farm sim × magical creatures, mobile portrait, stylized low-poly, 5-min sessions, F2P with cosmetic IAP
226
+ 2. **3 Reference Games** — Stardew Valley (loop), Merge Magic (mobile UX), Moonstone Island (magic farm blend)
227
+ 3. **Core Loop** — Plant → Tend → Harvest → Sell → Upgrade → Discover magical seeds
228
+ 4. **Scene Blueprints** — Farm (main), Village Market, Enchanted Forest, Player Home
229
+ 5. **AI Asset Kit** — 15 crop models, 8 building models, 5 character models, seasonal music tracks, ambient farm SFX, UI kit
230
+ 6. **Technical Plan** — Unity 6 LTS + URP, mobile-first 30fps, addressable assets for seasonal updates
231
+ 7. **6-Week Roadmap** — Foundation → Core Gameplay → Content → Monetization → Polish → Soft Launch
232
+
233
+ ### Example 2: Multiplayer Shooter
234
+
235
+ **User:** "Make a fast-paced arena shooter for PC with neon visuals"
236
+
237
+ **Agent delivers:**
238
+ 1. **Game Brief** — Arena FPS, PC/Steam, stylized neon cyberpunk, 10-min matches, Premium $9.99
239
+ 2. **Core Loop** — Spawn → Loot → Fight → Eliminate → Score → Respawn
240
+ 3. **Technical Plan** — Unity 6 + HDRP, Netcode for GameObjects, dedicated servers, 120fps target
241
+ 4. **AI Asset Kit** — Arena models, weapon models, neon material/shader prompts, electronic music tracks, weapon SFX
242
+
243
+ ### Example 3: 2D Puzzle Mobile
244
+
245
+ **User:** "Simple puzzle game like Wordle but with colors"
246
+
247
+ **Agent delivers:**
248
+ 1. **Game Brief** — Casual puzzle, mobile portrait, flat minimalist, 2-min sessions, F2P with rewarded ads
249
+ 2. **Scope** — Prototype in 1 week, MVP in 3 weeks
250
+ 3. **Scene Blueprints** — Main Menu, Game Board, Results Screen, Daily Challenge
251
+ 4. **AI Asset Kit** — UI sprites, celebration particles, calm ambient music, tap/swipe SFX
252
+
253
+ ## Best Practices
254
+
255
+ - ✅ **Start with the core loop** — Nail the 30-second cycle before anything else
256
+ - ✅ **Profile before optimizing** — Use Unity Profiler to find real bottlenecks
257
+ - ✅ **Use ScriptableObjects for data** — Decouple data from logic for flexibility
258
+ - ✅ **Generate multiple AI asset variations** — Pick the best from 3–5 generations
259
+ - ✅ **Test on real devices early** — Emulators miss platform-specific issues
260
+ - ✅ **Version control from day one** — Git + LFS, commit often
261
+ - ❌ **Don't hardcode tool choices** — Always present alternatives to the user
262
+ - ❌ **Don't skip the GDD** — Even solo projects benefit from written design
263
+ - ❌ **Don't optimize prematurely** — Make it work, make it right, make it fast
264
+ - ❌ **Don't ship AI assets without review** — Check licensing terms for each tool
265
+
266
+ ## Limitations
267
+
268
+ - This skill does not replace environment-specific validation, testing, or expert review.
269
+ - AI-generated assets require legal review for commercial usage rights per each tool's Terms of Service.
270
+ - Performance budgets are guidelines — always profile on actual target hardware.
271
+ - AI tools and their capabilities evolve rapidly — verify current availability and pricing before recommending.
272
+ - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
273
+
274
+ ## Security & Safety Notes
275
+
276
+ - This skill does not include shell commands, network fetches, or credential handling.
277
+ - All AI tool recommendations are external services; the skill does not execute API calls or store tokens.
278
+ - Asset generation prompts are text-only guidance — no automated downloads or file mutations occur.
279
+
280
+ ## Common Pitfalls
281
+
282
+ - **Problem:** User provides a vague idea like "make a game"
283
+ **Solution:** Ask 2–3 targeted questions (genre, platform, scope) before generating the first draft
284
+
285
+ - **Problem:** Scope creep — trying to build everything at once
286
+ **Solution:** Use the scope calibration table and feature priority matrix (Must/Should/Could/Won't)
287
+
288
+ - **Problem:** AI-generated assets don't match the art style
289
+ **Solution:** Always include the GDD's art direction keywords in every asset prompt for consistency
290
+
291
+ - **Problem:** Performance issues on target platform
292
+ **Solution:** Set platform-specific budgets early and profile against them weekly
293
+
294
+ ## Related Skills
295
+
296
+ - `@unity-developer` - For deep Unity technical reference without the idea-to-game pipeline
297
+ - `@game-development` - For the game development orchestrator that routes to platform-specific skills
298
+ - `@unity-ecs-patterns` - For Entity Component System architecture patterns specifically
299
+ - `@bevy-ecs-expert` - When building with Bevy/Rust instead of Unity
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "opencode-skills-collection",
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- "version": "3.0.8",
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+ "version": "3.0.10",
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  "description": "OpenCode CLI plugin that automatically downloads and keeps skills up to date.",
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  "main": "dist/index.js",
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  "types": "dist/index.d.ts",