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new-unity-project

Guides creating a new Unity project, gathering concept, platforms, and monetization before setting up the project, source control, and packages. Use when the user asks to start a new game or prototype.

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1 Oct 2026
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unity-technologies/skills
Get it through your agent npx skills add unity-technologies/skills@new-unity-project

Skill instructions

Rendered from the published SKILL.md, 290 lines.

New Unity Project

A guided flow from an idea to a running, version-controlled Unity project. This skill owns the flow — the questions, their ordering, running slow installs in the background while you ask, and the handoffs. It deliberately does not re-document commands; it delegates the mechanics to other skills.

Delegates to (read these for the actual commands — don't reinvent them):

  • unity-cli — CLI install, auth/license, Editor install, project creation, source control, opening the project. Its "Bootstrap a new project from scratch" workflow is the backbone here.
  • unity-package-management — installing packages with the Pipeline package commands (C# script as the fallback), and choosing packages by genre / platform / monetization.
  • urp-postprocessing, ui, 2d-pixel-perfect — the visual baseline (Step 6): post-processing volume setup, HUD framework choice, pixel-perfect 2D.
  • implement-in-app-purchases, levelplay-unity-integration, build-live-game — monetization / backend integration (invoked at the end).

Work one step at a time. Ask only the current step's questions and wait for the user before moving on — platform and monetization answers change what you install, so don't gather everything up front or scaffold before they're settled.

Before Step 1: check the delegated skills are loaded

Look for unity-cli, unity-package-management, urp-postprocessing and ui in the skills your client lists. The first two carry the commands this flow delegates. Step 6 marks the last two as required. A client that got only this skill won't have the others.

If any is missing, tell the user which one and what it does for them. Offer to install the Unity skills before you start, and don't install without a yes, because it changes their agent setup:

  • Claude Code, with none of the four installed: unity setup claude --format json installs the Unity plugin, which carries all of them. It would duplicate any you already have. An older CLI doesn't know unity setup, so use the next route then. A fresh install loads in the next session, or after /reload-plugins. Until then, read the skills from the skillsPath it reports.
  • Any other case, including a partial set: ask the user to run npx skills add Unity-Technologies/skills -g in their own terminal, which needs Node.js. They pick only the missing skills and their client at its prompts. Don't run it yourself, since its prompts choose where the skills land. If the client reads a skills folder that command doesn't write to, tell the user to copy each missing skill's folder from github.com/Unity-Technologies/skills (under skills) into it.

A newly installed skill may not load until the client restarts. If it still isn't listed, ask where the installer put it and read its SKILL.md from there.

Don't stall on the two required skills. If the user would rather go on without them, carry on with Step 6's own guidance for that item. Name the missing skill in your final report, so they know the deeper guidance was skipped. The other two carry commands you shouldn't improvise. unity skill show prints unity-cli without installing it. Without unity-package-management, Step 5 can't run, so say so now, before Step 2 starts an Editor install, and let the user decide.

The flow — and where the parallelism is

  1. Concept — what they're building.
  2. Platforms & monetization — then, as soon as platforms are known, kick off the Editor install in the background (it takes minutes) and keep talking.
  3. (joins) Editor + platform modules finish installing.
  4. Project + source control — create from a URP template matching 2D/3D; init git.
  5. Packages — install with the package add command once the Editor is open, else the C# script.
  6. Visual baseline — post-processing, camera, quality tier, UI stack, pipeline-correct shaders, so the first frame doesn't look like an untouched template.
  7. Save & first commit.
  8. Hand off monetization / backend.

The whole point of a guided flow over a raw recipe: the multi-minute Editor install overlaps the minutes the user spends answering concept questions, so setup feels instant.

Step 1 — Concept

Ask with your client's multiple-choice question tool if it has one (AskUserQuestion in Claude Code, ask_user in Copilot CLI, askQuestions in VS Code), so the user can pick fast, but let them answer freely too. Without one, ask in plain text. Cover:

  • Genre / core loop — platformer, top-down shooter, puzzle, idle, RPG, racing, card, tower defense, sim, hyper-casual, first-person, etc.
  • Dimension & look — 2D or 3D; art style (pixel, low-poly, stylized, realistic, UI-only).
  • Gameplay — the one-sentence "what the player does moment to moment."
  • Scope — single-screen prototype vs. multi-scene game; single-player or multiplayer.

Also settle on a project name. Write a 2–4 line project brief, read it back to confirm. The brief drives template choice (Step 4), packages (Step 5) and the visual baseline (Step 6): note the palette / mood words the user gives, and whether the look is pixel art.

Step 2 — Platforms & monetization, then start installing

Two decisions, because both change what you install:

  • Target platforms (multi-select): Desktop (Win/macOS/Linux), Mobile (iOS/Android), WebGL, Console. These map to Editor modules (Step 3) and argue for leaner packages on mobile/WebGL.
  • Monetization: none / premium / in-app purchases / ads / mix. This only decides which handoff skill you invoke in Step 8 — don't integrate it now.

Confirm the Editor version to use (default: latest LTS — see unity-cli for the LTS vs. Tech vs. beta trade-off). Ask this now, before kicking off the install, so you don't install the wrong one.

Then confirm prerequisites and launch the Editor install as a background task so it runs while you continue. See the unity-cli skill for exact syntax, module names per platform, and auth / license setup:

unity --version
unity auth status --format json      # if signed out:  unity auth login
unity license status --format json   # if none active: unity license activate

# Start in the BACKGROUND, then go straight back to the conversation. Module names per platform
# (android / ios / webgl / …) are in the unity-cli skill.
unity install lts --module <platform-modules> --yes --accept-eula

Run that install as a background task (don't block on it). If you have nothing left to ask, it's fine to just wait — the parallelism only helps when there's a conversation to overlap.

Step 3 — Join: Editor ready

Before creating the project, confirm the background install finished:

unity editors --installed --format json

If it failed, surface the error (see unity-cli troubleshooting) and stop — nothing downstream works without an Editor.

Step 4 — Create the project + source control

Follow the unity-cli "Bootstrap a new project from scratch" workflow verbatim:

  • List the real template ids the Editor offers (unity templates list --type core) and pick by render pipeline, not just 2D/3D — don't guess ids. Default to URP: com.unity.template.urp-blank ("Universal 3D") for 3D, com.unity.template.universal-2d ("Universal 2D") for 2D. com.unity.template.3d / com.unity.template.2d are the Built-in Render Pipeline templates — deprecated from Unity 6.5, removed in 6.7 — so choose them only when the user explicitly asks for Built-in. Confirm the pick against the JSON renderPipeline field (blank for universal-2d on current releases, so match that one by id).
  • Create with unity projects create "<Name>" --path <dir> --editor-version <v> --template <id>.
  • Set up source control — ask the user which they want, don't assume: Git (GitHub / GitLab;
Show the whole skill (170 more lines)

add --git-lfs for asset-heavy games) or Unity Version Control (--vcs uvcs, which handles large binary assets natively — no LFS), or a purely local git init + Unity .gitignore. Publish in one step with unity projects create --vcs … --git-token-from-stdin --no-initial-commit (tokens on stdin). Pass --no-initial-commit so the CLI doesn't commit the bare project before packages and .meta files exist — you make the real first commit/check-in in Step 7. See the unity-cli workflow for exact flags.

Step 5 — Packages

Map the brief to a concrete package list and install it via the unity-package-management skill (never hand-edit manifest.json). Once the Editor is open and ready with com.unity.pipeline (Step 6 installs it), use that skill's package add command. Step 6 opens the Editor, so when the packages must land before the first open, use the skill's C# installer script instead (its -quit gotcha applies). Read that skill for the genre/platform/monetization → package mapping. The template already provides the render pipeline — never add com.unity.render-pipelines.universal to a Built-in template project (nothing assigns a URP asset; materials go pink) or vice versa. Read the final list back to the user before installing; verify manifest.json afterward.

Step 6 — Visual baseline

A fresh template renders correctly but looks like a default: no tonemapping, untouched quality tier, flat colors. Left there, agents reach for OnGUI and guess shader names, which is where washed-out or magenta materials come from. Apply this floor before any gameplay work.

First, unity pipeline install --project-path "<project-path>", before opening the Editor. Running C# in the Editor, and unity command capture screenshot below, both need the project's com.unity.pipeline package. A CLI that predates create adding it by default leaves the project without it (a newer one already added it, and this install then changes nothing), and Step 5 does not add it: that step installs packages by launching the Editor binary with -batchmode -executeMethod, which never touches the package. Installing before the open is the supported order — the install updates Packages/manifest.json, which Unity reads at project load. Run it against an already-open project and either the write fails with PIPELINE_MANIFEST_WRITE_FAILED (ask the user to close the Editor and re-run), or it succeeds but the open Editor doesn't load the package until its window regains focus. In the second case unity status reports STATUS_PIPELINE_LOAD_PENDING; ask the user to switch to the Editor window. Without the package, everything below fails to connect, which looks like the Safe Mode failure unity-cli describes but has a different cause.

Then unity open "<project-path>" (also what Step 7 needs), wait until unity status reports the Editor ready, and apply each item below by running C# in it. unity-cli owns those commands and their syntax — don't re-derive them here.

Once the Editor is ready, look for unity-pipeline in your skills. It is the Pipeline package's own guide, and no client loads it from the package folder. If it is missing, read its SKILL.md now. It sits under .claude/skills/unity-pipeline/ in the package: Packages/com.unity.pipeline/ if the project embeds the package, otherwise the Library/PackageCache/com.unity.pipeline@* folder. List Library/PackageCache for the exact name, since the suffix is often a hash, not the version.

To have your client load it in later sessions, unity skill install <client> --local can mirror it, but only for a client with a project scope (unity skill install --list shows which, and Claude Desktop has none). It also writes a project copy of unity-cli beside it. The unity-cli skill suggests running it once, but here, wait until the user asks, and run it from the project folder after the open. In Claude Code with the Unity plugin installed it stops short, because the plugin already carries unity-cli. There, with the user's yes, copy the unity-pipeline folder into the project's .claude/skills/ instead. Where no mirror is possible, read the package copy again in each session.

Items 1, 2, 5 and 6 assume a URP template, which is the Step 4 default. If the user explicitly chose Built-in, don't run them as written: UniversalAdditionalCameraData, Light2D, the urp-postprocessing volume framework and every Universal Render Pipeline/* shader are URP types that do not exist there, so the generated C# won't compile. On Built-in, items 3 and 4 still apply as written, post-processing means the legacy Post Processing Stack, and the shader names are Standard / Unlit/Color. Don't reach for migrate-birp-to-urp — the user asked for Built-in.

  1. Post-processing. Global Volume with Tonemapping (ACES), low Bloom (intensity 0.5–1, threshold 0.9) and a subtle Vignette (≈ 0.25); set renderPostProcessing = true on the main camera's UniversalAdditionalCameraData. REQUIRED SUB-SKILL: urp-postprocessing — its code templates create the volume and check HDR and the Volume layer mask. If it isn't loaded, build the volume from these values and check HDR and the layer mask yourself.
  2. Camera and light. 2D → orthographic, solid background color from the brief's palette, and a Light2D of type Global in the scene if the template scene has none (the Sprite-Lit shaders render black without one). 3D → perspective; keep the template's directional light and skybox, main-light shadows on.
  3. Quality tier. Read QualitySettings.names first — tier names differ per template — then QualitySettings.SetQualityLevel to the one matching the primary target: the highest tier for desktop, the lowest for mobile/WebGL. Leave color space Linear and the Input System as the template set them.
  4. UI stack. HUD and menus use a uGUI Canvas + TextMeshPro or UI Toolkit — never OnGUI. REQUIRED SUB-SKILL: ui picks between them for the project. If it isn't loaded, choose between them from the brief and say which you chose, and why, in your final report.
  5. Materials and shaders. Under URP use Universal Render Pipeline/Lit, …/Unlit, …/2D/Sprite-Lit-Default or …/2D/Sprite-Unlit-Default. Standard and Unlit/Color render pink or washed out under URP. Prefer GraphicsSettings.currentRenderPipeline.defaultMaterial / .default2DMaterial over Shader.Find, and treat a null from Shader.Find as an error. currentRenderPipeline, not defaultRenderPipeline: a quality tier can carry its own pipeline asset, and item 3 above just set the tier.
  6. Pixel art only. Point filter mode on sprites and a Pixel Perfect Camera — see 2d-pixel-perfect. If it isn't loaded, do those two yourself and put the install route from "Before Step 1" in your final report.

Save the scene, then confirm both of these. Not with unity logs — that reads the CLI's own log, never the Editor's, so it reports clean whatever the scene looks like:

  • No render-pipeline or shader errors Editor-side. Read the Editor console through unity-cli, or read Editor.log directly — that skill's "Recovering from Safe Mode" section has the per-platform paths.
  • unity command capture screenshot --output baseline.png looks lit and tonemapped rather than flat gray.

Step 7 — Save & first commit

The project is already open from Step 6, so .meta files exist. Make the first commit with whichever VCS you set up in Step 4:

unity open "<project-path>"     # only if not already open; for headless/CI use the
                                # "Import & save headlessly" method in unity-package-management
  • Git (GitHub / GitLab / local):
    cd "<project-path>"
    git add -A
    git status                    # Library/ Temp/ obj/ Build/ must NOT be staged
    git commit -m "Initial Unity project: <Name>"
    
    Every .cs/asset must be committed together with its .meta.
  • Unity Version Control (UVCS): check in through your UVCS client/workspace (created during Step 4) — there's no git step. Generated folders are still excluded by the ignore rules.

Before either commit, if Step 6 mirrored skills into the project (.claude/skills/ for Claude Code), ask the user whether to include them or leave them out.

If you published via --vcs in Step 4 without --no-initial-commit, the CLI already made an initial commit of the bare project — add a follow-up commit here rather than double-committing.

Step 8 — Hand off

Based on Step 2 monetization, invoke the matching skill for the actual integration:

  • IAP → implement-in-app-purchases
  • Ads → levelplay-unity-integration
  • Accounts / cloud save / economy / remote config / leaderboards → build-live-game

If the matching skill isn't loaded, put the install route from "Before Step 1" in the next steps rather than integrating from memory.

Report the project path, Editor version, render pipeline and template, installed packages, the visual baseline applied, any skill that was missing, and next steps.

Scope — what this skill does NOT do

  • No gameplay scaffolding. It gets you to a running, wired project with a visual floor; building the actual game (scenes, controllers, art) is the next conversation — iterate there with the Editor via the unity-cli MCP server and the Package Manager. Generic genre skeletons tend to produce throwaway mocked primitives, so this skill intentionally stops at a clean starting point. The visual baseline (Step 6) is settings, not content.
  • No command reference. Syntax lives in unity-cli / unity-package-management.

Checklist

  • Delegated skills checked before Step 1 (unity-cli, unity-package-management, urp-postprocessing, ui): a missing one offered for install, or named in the final report
  • Concept brief captured and confirmed (genre, look, gameplay, scope, name)
  • Platforms + monetization recorded; Editor version chosen
  • Editor + platform modules installed (started in the background during Step 2)
  • Project created from a URP template (urp-blank / universal-2d) unless Built-in was explicitly requested; git initialized with a Unity .gitignore
  • Packages installed with package add (or the skill's C# script before the first open); manifest.json verified; no render-pipeline package added on top of the template
  • unity-pipeline read from the package folder once the Editor was ready, or mirrored into the project with the user's yes
  • Visual baseline applied: global Volume (tonemapping, bloom, vignette) + camera post-processing on, quality tier set for the target, UI stack chosen (no OnGUI), URP shader names, screenshot checked
  • Project opened/saved so .meta files exist; first commit made; Library/ excluded
  • Handed off to the monetization/backend skill if applicable

Common mistakes

  • Blocking on the Editor install instead of backgrounding it while you ask questions.
  • Installing the wrong Editor because the version wasn't confirmed before the background install.
  • Gathering all questions up front — platform/monetization answers change the modules and packages.
  • Hand-editing manifest.json instead of using the package commands or the skill's script (see unity-package-management).
  • Doing a required sub-skill's job from memory when it isn't loaded, without telling the user or offering the install.
  • Committing Library//Temp//obj//Build/, or scripts without their .meta files.
  • Missing Editor modules — a mobile target needs android/ios; WebGL needs webgl.
  • Picking com.unity.template.2d / .3d because the name matches — those are the Built-in pipeline templates. Use universal-2d / urp-blank.
  • Skipping the visual baseline and shipping the template's flat defaults, then building the HUD with OnGUI and materials with Shader.Find("Standard") under URP.