### Setup Engine
Works with
description: "Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LL
argument-hint: "[engine] | [engine version] | refresh | upgrade [old-version] [new-version] | no args for guided selection"
allowed-tools: Read, Glob, Grep, Write, Edit, WebSearch, WebFetch, Task, AskUserQuestion
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Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versionsetup-engineExecute the skills CLI command in your project's root directory to begin installation:
Fetches setup-engine from Donchitos/Claude-Code-Game-Studios and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate setup-engine. Access via /setup-engine in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
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| name | setup-engine |
| description | "Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data." |
| argument-hint | "[engine] | [engine version] | refresh | upgrade [old-version] [new-version] | no args for guided selection" |
| user-invocable | true |
| allowed-tools | Read, Glob, Grep, Write, Edit, WebSearch, WebFetch, Task, AskUserQuestion |
When this skill is invoked:
Four modes:
/setup-engine godot 4.6 — engine and version provided/setup-engine unity — engine provided, version will be looked up/setup-engine — fully guided mode (engine recommendation + version)/setup-engine refresh — update reference docs (see Section 10)/setup-engine upgrade [old-version] [new-version] — migrate to a new engine version (see Section 11)If no engine is specified, run an interactive engine selection process:
design/gdd/game-concept.md if it exists — extract genre, scope, platform
targets, art style, team size, and any engine recommendation from /brainstorm"No game concept found. Consider running
/brainstormfirst to discover what you want to build — it will also recommend an engine. Or tell me about your game and I can help you pick."
Question 1 — Prior experience (ask this first, always, via AskUserQuestion):
Godot / Unity / Unreal Engine 5 / Multiple — I'll explain / None of themQuestions 2-6 — Decision matrix inputs (only if no prior engine experience):
Question 2 — Target platform (ask this second, always, via AskUserQuestion — platform eliminates or heavily weights engines before any other factor):
PC (Steam / Epic) / Mobile (iOS / Android) / Console / Web / Browser / Multiple platformsDo NOT use a simple scoring matrix that eliminates engines. Instead, reason through the user's profile against the honest tradeoffs below, then present 1-2 recommendations with full context. Always end with the user choosing — never force a verdict.
Engine honest tradeoffs:
Godot 4
Unity
Unreal Engine 5
Genre-specific guidance (factor this into the recommendation):
Recommendation format:
AskUserQuestion to confirm: "Does this recommendation feel right, or would you like to explore a different engine?"
[Primary engine] (Recommended) / [Alternative engine] / [Third engine] / Explore further / Type somethingIf the user picks "Explore further":
Use AskUserQuestion with concept-specific deep-dive topics. Always generate these options from the user's actual concept — do not use generic options. Always include at minimum:
The user can select multiple topics. Answer each selected topic in depth before returning to the engine confirmation question.
Once the engine is chosen:
"[engine] latest stable version [current year]"If Godot was chosen, ask the user which language to use before showing the proposed Technology Stack:
"Godot supports two primary languages:
A) GDScript — Python-like, Godot-native, fastest iteration. Best for beginners, solo devs, and teams coming from Python or Lua. B) C# — .NET 8+, familiar to Unity developers, stronger IDE tooling (Rider / Visual Studio), slight performance advantage on heavy logic. C) Both — GDScript for gameplay/UI scripting, C# for performance-critical systems. Advanced setup — requires .NET SDK alongside Godot.
Which will this project primarily use?"
Record the choice. It determines the CLAUDE.md template, naming conventions, specialist routing, and which agent is spawned for code files throughout the project.
Read CLAUDE.md and show the user the proposed Technology Stack changes.
Ask: "May I write these engine settings to CLAUDE.md?"
Wait for confirmation before making any edits.
Update the Technology Stack section, replacing the [CHOOSE] placeholders with the actual values:
For Godot — use the template matching the language chosen above. See Appendix A at the bottom of this skill for all three variants (GDScript, C#, Both).
For Unity:
- **Engine**: Unity [version]
- **Language**: C#
- **Build System**: Unity Build Pipeline
- **Asset Pipeline**: Unity Asset Import Pipeline + Addressables
For Unreal:
- **Engine**: Unreal Engine [version]
- **Language**: C++ (primary), Blueprint (gameplay prototyping)
- **Build System**: Unreal Build Tool (UBT)
- **Asset Pipeline**: Unreal Content Pipeline
After updating CLAUDE.md, create or update .claude/docs/technical-preferences.md with
engine-appropriate defaults. Read the existing template first, then fill in:
For Godot — see Appendix A for GDScript, C#, and Both variants.
For Unity (C#):
PlayerController)MoveSpeed)_moveSpeed)TakeDamage())PlayerController.cs)For Unreal (C++):
A for Actor, U for UObject, F for struct)MoveSpeed)TakeDamage())b prefix (e.g., bIsAlive)PlayerController.h)Populate ## Input & Platform using the answers gathered in Section 2 (or extracted
from the game concept). Derive the values using this mapping:
| Platform target | Gamepad Support | Touch Support |
|---|---|---|
| PC only | Partial (recommended) | None |
| Console | Full | None |
| Mobile | None | Full |
| PC + Console | Full | None |
| PC + Mobile | Partial | Full |
| Web | Partial | Partial |
For Primary Input, use the dominant input for the game genre:
Present the derived values and ask the user to confirm or adjust before writing.
Example filled section:
## Input & Platform
- **Target Platforms**: PC, Console
- **Input Methods**: Keyboard/Mouse, Gamepad
- **Primary Input**: Gamepad
- **Gamepad Support**: Full
- **Touch Support**: None
- **Platform Notes**: All UI must support d-pad navigation. No hover-only interactions.
AskUserQuestion:
[A] Set defaults now (60fps, 16.6ms frame budget, engine-appropriate draw call limit) / [B] Leave as [TO BE CONFIGURED] — I'll set these when I know my target hardwareGuardrail: Never add speculative dependencies to Allowed Libraries. For example, do NOT add GodotSteam unless Steam integration is actively beginning in this session. Post-launch integrations should be added to Allowed Libraries when that work begins, not during engine setup.
Also populate the ## Engine Specialists section in technical-preferences.md with the correct routing for the chosen engine:
For Godot — see Appendix A for the routing table matching the language chosen.
For Unity:
## Engine Specialists
- **Primary**: unity-specialist
- **Language/Code Specialist**: unity-specialist (C# review — primary covers it)
- **Shader Specialist**: unity-shader-specialist (Shader Graph, HLSL, URP/HDRP materials)
- **UI Specialist**: unity-ui-specialist (UI Toolkit UXML/USS, UGUI Canvas, runtime UI)
- **Additional Specialists**: unity-dots-specialist (ECS, Jobs system, Burst compiler), unity-addressables-specialist (asset loading, memory management, content catalogs)
- **Routing Notes**: Invoke primary for architecture and general C# code review. Invoke DOTS specialist for any ECS/Jobs/Burst code. Invoke shader specialist for rendering and visual effects. Invoke UI specialist for all interface implementation. Invoke Addressables specialist for asset management systems.
### File Extension Routing
| File Extension / Type | Specialist to Spawn |
|-----------------------|---------------------|
| Game code (.cs files) | unity-specialist |
| Shader / material files (.shader, .shadergraph, .mat) | unity-shader-specialist |
| UI / screen files (.uxml, .uss, Canvas prefabs) | unity-ui-specialist |
| Scene / prefab / level files (.unity, .prefab) | unity-specialist |
| Native extension / plugin files (.dll, native plugins) | unity-specialist |
| General architecture review | unity-specialist |
For Unreal:
## Engine Specialists
- **Primary**: unreal-specialist
- **Language/Code Specialist**: ue-blueprint-specialist (Blueprint graphs) or unreal-specialist (C++)
- **Shader Specialist**: unreal-specialist (no dedicated shader specialist — primary covers materials)
- **UI Specialist**: ue-umg-specialist (UMG widgets, CommonUI, input routing, widget styling)
- **Additional Specialists**: ue-gas-specialist (Gameplay Ability System, attributes, gameplay effects), ue-replication-specialist (property replication, RPCs, client prediction, netcode)
- **Routing Notes**: Invoke primary for C++ architecture and broad engine decisions. Invoke Blueprint specialist for Blueprint graph architecture and BP/C++ boundary design. Invoke GAS specialist for all ability and attribute code. Invoke replication specialist for any multiplayer or networked systems. Invoke UMG specialist for all UI implementation.
### File Extension Routing
| File Extension / Type | Specialist to Spawn |
|-----------------------|---------------------|
| Game code (.cpp, .h files) | unreal-specialist |
| Shader / material files (.usf, .ush, Material assets) | unreal-specialist |
| UI / screen files (.umg, UMG Widget Blueprints) | ue-umg-specialist |
| Scene / prefab / level files (.umap, .uasset) | unreal-specialist |
| Native extension / plugin files (Plugin .uplugin, modules) | unreal-specialist |
| Blueprint graphs (.uasset BP classes) | ue-blueprint-specialist |
| General architecture review | unreal-specialist |
Present the filled-in preferences to the user. For Godot, include the chosen language and note where the full naming conventions and routing tables live:
"Here are the default technical preferences for [engine] ([language if Godot]). The naming conventions and specialist routing are in Appendix A of this skill — I'll apply the [GDScript/C#/Both] variant. Want to customize any of these, or shall I save the defaults?"
For all other engines, present the defaults directly without referencing the appendix.
Wait for approval before writing the file.
Check whether the engine version is likely beyond the LLM's training data.
Known approximate coverage (update this as models change):
Compare the user's chosen version against these baselines:
LOW RISK — reference docs optional but recommendedMEDIUM RISK — reference docs recommendedHIGH RISK — reference docs requiredInform the user which category they're in and why.
Create a minimal docs/engine-reference/<engine>/VERSION.md:
# [Engine] — Version Reference
| Field | Value |
|-------|-------|
| **Engine Version** | [version] |
| **Project Pinned** | [today's date] |
| **LLM Knowledge Cutoff** | May 2025 |
| **Risk Level** | LOW — version is within LLM training data |
## Note
This engine version is within the LLM's training data. Engine reference
docs are optional but can be added later if agents suggest incorrect APIs.
Run `/setup-engine refresh` to populate full reference docs at any time.
Do NOT create breaking-changes.md, deprecated-apis.md, etc. — they would add context cost with minimal value.
Create the full reference doc set by searching the web:
Search for the official migration/upgrade guide:
"[engine] [old version] to [new version] migration guide""[engine] [version] breaking changes""[engine] [version] changelog""[engine] [version] deprecated API"Fetch and extract from official documentation:
Ask: "May I create the engine reference docs under docs/engine-reference/<engine>/?"
Wait for confirmation before writing any files.
Create the full reference directory:
docs/engine-reference/<engine>/
├── VERSION.md # Version pin + knowledge gap analysis
├── breaking-changes.md # Version-by-version breaking changes
├── deprecated-apis.md # "Don't use X → Use Y" tables
├── current-best-practices.md # New practices since training cutoff
└── modules/ # Per-subsystem references (create as needed)
Populate each file using real data from the web searches, following the format established in existing reference docs. Every file must have a "Last verified: [date]" header.
For module files: Only create modules for subsystems where significant changes occurred. Don't create empty or minimal module files.
Ask: "May I update the @ import in CLAUDE.md to point to the new engine reference?"
Wait for confirmation, then update the @ import under "Engine Version Reference" to point to the
correct engine:
## Engine Version Reference
@docs/engine-reference/<engine>/VERSION.md
If the previous import pointed to a different engine (e.g., switching from Godot to Unity), update it.
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:
docs/engine-reference/<engine>/VERSION.mdIf invoked as /setup-engine refresh:
docs/engine-reference/<engine>/VERSION.md to get
the current engine and versionIf invoked as /setup-engine upgrade [old-version] [new-version]:
Read docs/engine-reference/<engine>/VERSION.md to confirm the current pinned
version, risk level, and any migration note URLs already recorded. If
old-version was not provided as an argument, use the pinned version from this
file.
Use WebSearch and WebFetch to locate the official migration guide between
old-version and new-version:
"[engine] [old-version] to [new-version] migration guide""[engine] [new-version] breaking changes changelog"Extract: renamed APIs, removed APIs, changed defaults, behavior changes, and any "must migrate" items.
Scan src/ for code that uses APIs known to be deprecated or changed in the
target version:
Present the audit results as a table:
Pre-Upgrade Audit: [engine] [old-version] → [new-version]
==========================================================
Files requiring changes:
File | Deprecated API Found | Effort
--------------------------------- | -------------------------- | ------
src/gameplay/player_movement.gd | old_api_name | Low
src/ui/hud.gd | removed_node_type | Medium
Breaking changes to watch for:
- [change description from migration guide]
- [change description from migration guide]
Recommended migration order (dependency-sorted):
1. [system/layer with fewest dependencies first]
2. [next system]
...
If no deprecated APIs are found in src/, report: "No deprecated API usage
found in src/ — upgrade may be low-risk."
Ask the user before making any changes:
"Pre-upgrade audit complete. Found [N] files using deprecated APIs. Proceed with upgrading VERSION.md to [new-version]? (This will update t
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Prerequisites
Time Estimate
15-30 minutes to install and see first useful output
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use coding skills for boilerplate generation, code reviews, refactoring legacy code, writing tests, learning new frameworks, and debugging non-critical issues. Best for repetitive tasks where errors are easy to catch.
✗ Avoid when
Avoid for production security features (auth, encryption, payment processing), complex business logic requiring deep domain knowledge, performance-critical algorithms, or when learning fundamentals is more valuable than speed.
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We added setup-engine from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
setup-engine reduced setup friction for our internal harness; good balance of opinion and flexibility.
I recommend setup-engine for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
Keeps context tight: setup-engine is the kind of skill you can hand to a new teammate without a long onboarding doc.
setup-engine is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
Useful defaults in setup-engine — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
Keeps context tight: setup-engine is the kind of skill you can hand to a new teammate without a long onboarding doc.
setup-engine reduced setup friction for our internal harness; good balance of opinion and flexibility.
We added setup-engine from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
setup-engine fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
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