new-unity-project
Use when starting a brand-new Unity game or project from scratch — "make/start/create a new game", "bootstrap a Unity project", "I want to build a [genre] game", "scaffold/prototype a game", game jam, greenfield, blank project, project setup. A guided flow that gathers the concept, target platforms,
By unity-technologies · 3,259 installs
npx skills add unity-technologies/skills --skill new-unity-project
Source repository · Upstream listing
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 via the C PackageManager Client API, and
choosing packages by genre / platform / monetization.
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.
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 matching template; init git.
5. Packages — install via the C Client API.
6. Save & first commit.
7. 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
Use AskUserQuestion so the user can pick fast, but let them answer freely too. 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) and packages (Step 5).
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 7 — 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:
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:
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 ) and pick one matching
2D/3D and render pipeline from the brief — don't guess ids.
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;
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 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 6.
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 (C PackageManager Client API — never hand edit manifest.json ). Read that skill for
the genre/platform/monetization → package mapping, the installer script, and the quit gotcha.
Read the final list back to the user before installing; verify manifest.json afterward.
Step 6 — Save & first commit
Open the project once so Unity imports the assets and generates every .meta file, then make
the first commit with whichever VCS you set up in Step 4 :
Git (GitHub / GitLab / local):
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.
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 7 — 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
Report the project path, Editor version, installed packages, and next steps.
Scope — what this skill does NOT do
No gameplay scaffolding. It gets you to a running, empty but wired project; 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.
No command reference. Syntax lives in unity cli / unity package management .
Checklist
[ ] 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 matching template; git initialized with a Unity .gitignore
[ ] Packages installed via the C Client API; manifest.json verified
[ ] 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 Client API (see unity package management ).
Committing Library/ / Temp/ / obj/ / Build/ , or scripts without their .meta files.
Missing Editor modules — a mobile target needs android / ios ; WebGL needs webgl .