setup-engine
GitHub用于配置游戏引擎及版本,支持解析工作流层级、查找最新文档、更新项目配置与偏好设置,并生成参考文档。适用于新建或升级游戏项目的初始环境搭建阶段。
Trigger Scenarios
Install
npx skills add Donchitos/Claude-Code-Game-Studios --skill setup-engine -g -y
SKILL.md
Frontmatter
{
"name": "setup-engine",
"model": "sonnet",
"description": "Configure engine and version. Pins it in CLAUDE.md; WebSearch fills reference docs when the version is beyond LLM training data.",
"allowed-tools": "Read, Glob, Grep, Write, Edit, WebSearch, WebFetch, Agent, AskUserQuestion, Bash(bash \"*\/.claude\/skills\/setup-engine\/..\/..\/hooks\/yaml-helper.sh\" resolve_config *), Bash(godot --version), Bash(godot --headless --path . --import), Bash(command -v godot), Bash(uname -s), Bash(bash .claude\/scripts\/project-coherence.sh*)",
"argument-hint": "[engine] | [engine version] | refresh | upgrade [old-version] [new-version] | no args for guided selection",
"user-invocable": true
}
Engine Setup
When this skill is invoked:
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys workflow
Tier awareness. The workflow tier resolved above governs which design
artifact this skill expects and the finish path it recommends in §12:
minimal— the design artifact is the one-pagedesign/game-brief.md(no GDDs, systems decomposition, or per-system design at this tier)./setup-engineruns first in the minimal path, so a missing brief here is normal, not a gap. The finish path is the 4-step floor.standard/full— the design artifact isdesign/gdd/game-concept.mdand the finish path is the full pipeline.
If the block did not render (shell preprocessing disabled), assume minimal (the default).
1. Parse Arguments
Four modes:
- Full spec:
/setup-engine godot 4.7— 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)
Read references/2-guided-mode.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
3. Look Up Current Version
Read references/3-version.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
4. Update CLAUDE.md Technology Stack
Read references/4-claude-md-stack.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
5. Populate Technical Preferences
Read references/5-technical-preferences.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
5.5 Populate project.yaml (Primary Config Store)
Read references/5.5-project-yaml.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
6. Determine Knowledge Gap
Read references/6-knowledge-gap.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
7. Populate Engine Reference Docs
Read references/7-reference-docs.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
7.5 Scaffold the Engine Project
Read references/7.5-scaffold.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
8. Verify the CLAUDE.md Import
Read references/8-verify.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
9. Update Agent Instructions
Ask: "May I add a Version Awareness section to the engine specialist agent files?" before making any edits.
For the chosen engine's specialist agents, verify they have a "Version Awareness" section. If not, add one following the pattern in the existing Godot specialist agents.
The section should instruct the agent to:
- Read
docs/engine-reference/<engine>/VERSION.md - Check deprecated APIs before suggesting code
- Check breaking changes for relevant version transitions
- Use WebSearch to verify uncertain APIs
10. Refresh Subcommand
If invoked as /setup-engine refresh:
- Read the existing
docs/engine-reference/<engine>/VERSION.mdto get the current engine and version - Use WebSearch to check for:
- New engine releases since last verification
- Updated migration guides
- Newly deprecated APIs
- Update all reference docs with new findings
- Update "Last verified" dates on all modified files
- Report what changed
11. Upgrade Subcommand
Read references/11-upgrade.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
12. Output Summary
Read references/12-output-summary.md now and follow it — this phase's steps are in that file, not here. Read it again if the conversation was compacted or resumed during this phase.
Guardrails
- NEVER guess an engine version — always verify via WebSearch or user confirmation
project.yamlis the primary config store (v1.1). Always dual-write engine config to BOTHproject.yaml(primary) andtechnical-preferences.md(legacy mirror). If the two ever diverge,project.yamlis authoritative.- NEVER overwrite existing reference docs without asking — append or update
- If reference docs already exist for a different engine, ask before replacing
- Always show the user what you're about to change before making CLAUDE.md edits
- If WebSearch returns ambiguous results, show the user and let them decide
- When the user chose GDScript: copy the GDScript CLAUDE.md template from A1 in
references/godot-language-config.mdexactly. NEVER add "C++ via GDExtension" to the Language field. GDScript projects may use GDExtension, but it is not a primary project language. Thegodot-gdextension-specialistin the routing table is available for when native extensions are needed — it does not make C++ a project language.
Appendix A — Godot Language Configuration
Moved out of this file so it costs nothing on non-Godot runs.
When the chosen engine is Godot, read
references/godot-language-config.md
and use the subsection for the chosen language:
- A1 — CLAUDE.md Technology Stack templates (GDScript / C# / Both)
- A2 — naming conventions
- A3 — engine specialist routing and file-extension tables
Load discipline. On any engine other than Godot, never load it — nothing in Sections 4, 5 or 5.5 needs it, and reading it anyway spends the tokens the split exists to save. On Godot, read it once when you first reach Section 4 and keep using it for Sections 5 and 5.5; do not re-read it at each reference.
Version History
-
05ad7c8
Current 2026-10-19 11:46
v1.2.0:引擎引用更新至Godot 4.7/Unreal 5.8;重构故事技能依赖共享脚本;增加大文件读取保护;移除Shell命令自动批准。
-
7ed2c3e
2026-09-28 04:04
修复因命令权限检查失败导致技能在非自动模式下无法运行的问题;引入单一配置文件管理项目配置,简化工作流层级设置。
- 984023d 2026-07-25 09:38


