
setup-engine
Configure engine and version. Pins it in CLAUDE.md; WebSearch fills reference docs when the version is beyond LLM training data.
- Installs
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/donchitos/claude-code-game-studios --skill setup-engine- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads setup-engine automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
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.
FAQ
What does the setup-engine skill do?
Configure engine and version. Pins it in CLAUDE.md; WebSearch fills reference docs when the version is beyond LLM training data.
How do I install setup-engine?
Run npx skills add https://github.com/donchitos/claude-code-game-studios --skill setup-engine in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/setup-engine/ (personal) or .claude/skills/setup-engine/ (project).
Which AI agents can use setup-engine?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is setup-engine safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains setup-engine?
It is published by donchitos in donchitos/claude-code-game-studios. It has 482 recorded installs.
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