From claude-skills
Scaffolds a new empty Unity project at a given path via the command-line Editor, then patches Packages/manifest.json to add a render pipeline (URP / HDRP) and common dev packages (Input System, Test Framework). Use when the user asks to create a new Unity project, scaffold a Unity game, start a new Unity codebase, bootstrap a Unity project, or initialize a fresh Unity project.
How this skill is triggered — by the user, by Claude, or both
Slash command
/claude-skills:unity-new-project <project-path> [URP|HDRP|2D|3D] [unity-version]<project-path> [URP|HDRP|2D|3D] [unity-version]This skill is limited to the following tools:
The summary Claude sees in its skill listing — used to decide when to auto-load this skill
**Installed Unity Editors:**
Installed Unity Editors:
!`ls /Applications/Unity/Hub/Editor/ 2>/dev/null || echo "Unity Hub not found"`
Arguments:
!`echo "$ARGUMENTS"`
Create a new Unity project at the requested path with sensible defaults.
Unity's CLI -createProject only creates an empty project — there's no template flag for URP/HDRP/2D Core. Unity Hub templates aren't reachable from the Editor CLI. So this skill creates empty then patches Packages/manifest.json to add the desired render pipeline package, plus common dev packages. The first time the user opens the project, Unity will import the packages and generate the render-pipeline assets.
If the user wants a "real" template-based project (with sample scenes, settings, materials), tell them to create it via Unity Hub instead — this skill is for clean, scriptable scaffolding.
URP (default), HDRP, 2D, 3D. Maps to a package set below."/Applications/Unity/Hub/Editor/<version>/Unity.app/Contents/MacOS/Unity" \
-batchmode -quit -nographics \
-createProject "<abs-path>" \
-logFile -
Wait for it to finish (~30–60s).
Packages/manifest.jsonRead the manifest at <abs-path>/Packages/manifest.json. Merge in these dependencies based on template:
Common (all templates):
"com.unity.inputsystem": "1.11.2",
"com.unity.test-framework": "1.4.5",
"com.unity.test-framework.performance": "3.0.3"
URP:
"com.unity.render-pipelines.universal": "17.0.3"
HDRP:
"com.unity.render-pipelines.high-definition": "17.0.3"
2D:
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.tilemap": "1.0.0",
"com.unity.2d.animation": "10.1.4"
3D: (no extra packages — built-in render pipeline)
Pin versions appropriate to the installed Unity version (Unity 6 = 17.x render pipelines; Unity 2022 LTS = 14.x). Don't hardcode if you can detect the Unity version and pick the matching package version.
Assets/
├── Editor/
├── Scenes/
├── Scripts/
└── Tests/
├── EditMode/
└── PlayMode/
Use mkdir -p. Don't create stub scripts or scenes — the user will fill them in.
.gitignoreCreate <abs-path>/.gitignore with Unity's standard ignore set:
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
[Uu]ser[Ss]ettings/
[Mm]emoryCaptures/
[Rr]ecordings/
*.csproj
*.sln
*.suo
*.user
*.unityproj
*.booproj
*.tmp
*.log
*.pidb
*.svd
*.userprefs
*.app
*.apk
*.unitypackage
.DS_Store
.vsconfig
Output:
git init — that's the user's choice. Suggest it but don't run it.-batchmode only.npx claudepluginhub paologum/claude-skills --plugin claude-skillsCreates, edits, and optimizes skills for Claude Code, including drafting, evaluating with test prompts, iterating on performance, and improving skill descriptions for better triggering accuracy.