{"id":"9816591d-c217-4307-aaea-5bd5bf02b45d","slug":"unity-game-skills","kind":"skill","name":"unity-game-skills","summary":"Claude Agent Skills for building casual iOS games in Unity 6 — orchestration, MCP Editor control, generative 2D/3D/audio assets, graphics, UI, monetization, QA & release.","owner":"tea-x-random","repoUrl":"https://github.com/tea-x-random/unity-game-skills","license":"MIT","licenseTier":"permissive","trust":"community","stars":3,"match":null,"fewStars":true,"format":"skill","createdAt":"2026-06-27T19:19:51.000Z","addedAt":"2026-10-21T09:12:58.234Z","logoUrl":"https://avatars.githubusercontent.com/u/114882694?v=4","linkOnly":false,"collection":null,"skillPath":null,"categories":["design-media","developer-tools"],"tags":["casual-games","claude","claude-code","gamedev","ios","unity","unity6"],"runtime":"binary","local":true,"cloudCapable":false,"cloudCapability":"unknown","cloudReadyOnPlatform":false,"needsApiKey":false,"reviewed":false,"syncedAt":"2026-10-22T13:17:00.327Z","sample":false,"url":"https://conduits.dev/tools/unity-game-skills","language":"Python","transports":["stdio"],"install":{},"requirements":{"env":[],"upstreamMayCharge":false},"tools":null,"readme":"# Unity Game Skills\n\n[![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](LICENSE)\n[![Skills](https://img.shields.io/badge/skills-27-blue.svg)](#skill-catalog)\n[![Claude Code](https://img.shields.io/badge/for-Claude%20Code-8A2BE2.svg)](https://docs.claude.com/en/docs/claude-code)\n[![GPT 5.6](https://img.shields.io/badge/for-GPT%205.6%20%2F%20Codex-10A37F.svg)](#installation)\n\nA canonical collection of agent skills for building **casual iOS games in Unity 6** with **GPT 5.6/Codex or Claude Code**. Both hosts consume the same `SKILL.md`; OpenAI-specific discovery metadata lives in each skill's `agents/openai.yaml`. The skills drive a live Unity Editor through [MCP for Unity](https://github.com/CoplayDev/unity-mcp), generate source assets, and enforce production gates for graphics, UI, gameplay, monetization, QA, and App Store release.\n\nThink of it as a **studio-in-a-box**: one entrypoint skill (`unity-game-director`) that orchestrates a dozen specialists so you can go from *\"build me a one-tap arcade game\"* to a real, playable, screenshot-verified slice — without hand-picking which skill to use.\n\n> **Scope.** These skills target **casual / hyper-casual iOS games on Unity 6 (6000.x)**. Most of the workflow knowledge generalizes to other Unity targets, but iOS build/release/monetization specifics are iOS-first.\n\n---\n\n## Table of contents\n\n- [What is an Agent Skill?](#what-is-an-agent-skill)\n- [Skill catalog](#skill-catalog)\n- [How the skills fit together](#how-the-skills-fit-together)\n- [Prerequisites](#prerequisites)\n- [Installation](#installation)\n- [Environment variables](#environment-variables)\n- [MCP for Unity setup](#mcp-for-unity-setup)\n- [Quick start](#quick-start)\n- [Prompting guide](#prompting-guide)\n- [Repository layout](#repository-layout)\n- [Troubleshooting](#troubleshooting)\n- [Contributing](#contributing)\n- [Security](#security)\n- [License & disclaimer](#license--disclaimer)\n\n---\n\n## What is an Agent Skill?\n\nAn agent skill is a folder containing a `SKILL.md` file plus optional `references/`, `scripts/`, and host metadata. The YAML frontmatter contains only `name` and `description`; the host reads the description to decide when to load the instructions.\n\n```\nunity-graphics/\n├── SKILL.md                 # frontmatter (name + description) + the playbook\n├── agents/openai.yaml       # GPT/Codex UI and invocation metadata\n├── references/              # deeper docs loaded on demand\n│   ├── urp-mobile-recipes.md\n│   └── checklists/...\n└── scripts/                 # optional helper scripts the skill can run\n```\n\nThe `skills/` tree is host-neutral and is the only source of truth. Platform manifests describe installation requirements; the installer copies or symlinks the canonical directories without forking their instructions.\n\n---\n\n## Skill catalog\n\n### Orchestration\n\n| Skill | What it does |\n|-------|--------------|\n| **unity-game-director** | Primary entrypoint. Detects your Unity version, routes work through gameplay → graphics → UI → audio → assets → debug → QA, and verifies a real playable slice (Play Mode tests + screenshots) instead of stopping at design docs. Start here. |\n\n### Execution layer (Unity Editor control)\n\n| Skill | What it does |\n|-------|--------------|\n| **unity-mcp-bridge** | The execution layer beneath everything else. Wraps [MCP for Unity](https://github.com/CoplayDev/unity-mcp) to create scenes, GameObjects, components, prefabs, materials and scripts; run Play Mode / tests; read the console; drive headless iOS builds. Covers setup and the domain-reload reconnect dance. |\n| **unity-mcp-skill** | Tool/resource reference and workflow patterns for the MCP for Unity server. Complements `unity-mcp-bridge` with schemas and best practices. |\n\n### Foundations\n\n| Skill | What it does |\n|-------|--------------|\n| **unity-project-setup** | Project foundation for a team — Unity `.gitignore` + Git LFS + meta-file/serialization discipline, `Assets/<Game>/` structure, asmdef architecture (engine-free Core/Game/Editor/Tests), package management, versioning, secrets-per-environment, and CI/CD basics. |\n\n### Design & systems\n\n| Skill | What it does |\n|-------|--------------|\n| **unity-game-economy** | Designs the economy & meta-progression that make a casual game retain and monetize — soft/hard currencies, balanced sources & sinks, progression pacing, reward schedules, session design, and IAP-catalog/pricing design. Complements `unity-monetization` (wiring) and `unity-analytics-liveops` (measuring). |\n\n### Build the game\n\n| Skill | What it does |\n|-------|--------------|\n| **unity-gameplay-systems** | First-playable-slice scaffolding, C# architecture, Input System touch controls, scene/prefab assembly, scoring/spawning/pooling, difficulty curves, and game-feel juice (squash-stretch, screen shake, hit-stop, haptics). |\n| **unity-card-games** | Card, deck, hand, lane, drag/drop, targeting, rule-model, AI-turn, and card-view lifecycle patterns with EditMode/PlayMode verification. |\n| **unity-graphics** | Takes a flat/primitive scene to a premium look: URP setup, mobile lighting (baked + probes), materials/shaders, post-processing, and draw-call/overdraw budgets. |\n| **unity-aaa-graphics** | Visual-quality enforcement layer. Turns flat/\"programmer-art\" scenes into premium, store-quality visuals: art-direction critique, a mandatory per-surface asset-sourcing decision (generate real art for terrain, paths, units, props — not flat fills), an AAA prompt library with genre art kits, render polish, and a visual scorecard that fails amateur output. |\n| **unity-art-direction** | The art-direction *system*: a locked machine-readable `art-spec.yaml` single-source-of-truth, a 12-preset style library (concrete starting points), mobile art budgets (tri/texture/material caps), and a disciplined golden-asset → family production pipeline (concept → turnaround → 3D → cleanup → prefab → validation-scene → quality-gate scoring) so you ship an art-directed *game*, not a folder of pretty assets. |\n| **unity-asset-pipeline** | The production gate between generated source art and game-ready runtime prefabs: per-asset `asset-contract.yaml`, sprite/mesh/import/vision QA, contract-driven Unity import, Import Presets/AssetPostprocessor defaults, SpriteAtlas/Addressables metadata, prefab factory, BeautyCell visual-regression screenshot, and an approved-asset registry that scene builders must use instead of raw generated files. |\n| **unity-scene-composition** | Screen-space visual hierarchy beyond grid/layout correctness: camera profile, layers, focal path, big/medium/small shape rhythm, prop density, color zoning, occlusion budget, shadow/contact rules, and screenshot acceptance for BeautyCell/golden screens. |\n| **unity-game-layout** | Board/grid/world-coordinate discipline for mechanically correct levels: coordinate systems, tile/cell sizing, path/board geometry, placement constraints, and validation of gameplay layout before visual composition. |\n| **unity-animation** | Makes assets *move* — AAA, gameplay-synced animation via 2D sprite sheets or 3D skeletal (Tripo) rigs. Per-role clip catalog (idle/move/attack/hit/death; tower idle/aim/fire), Unity Animator/state-machine/blend-tree wiring, and Animation Events that fire gameplay on the right frame (release the arrow on the loose frame). A static asset where motion is expected fails the bar. |\n| **unity-ui-designer** | Screenshot-proven mobile UI: HUDs, menus, pause/win/lose/settings screens, safe-area/notch handling, 44pt touch targets, TextMeshPro, uGUI and UI Toolkit. |\n\n### Assets (generative)\n\n| Skill | What it does | API |\n|-------|--------------|-----|\n| **unity-pixel-art** | Pixel-native final sprites, tilesets, icons, directional sheets, and animation strips using an anchor-first workflow → imported with Point/no-compression/pixel-perfect settings. | PixelLab |\n| **unity-image-generator** | Gemini exploratory/concept art, static non-pixel sprites, backgrounds, UI art, icons, particle/texture references → imported as Unity sprites/textures. | Google Gemini |\n| **unity-3d-generator** | Text-to-3D and image-to-3D game-ready GLB/FBX (characters, props, vehicles, obstacles), auto-rig + animation, low-poly/mobile optimization → imported via ModelImporter. | Tripo |\n| **unity-audio-generator** | SFX, looping ambience/music beds, UI sounds, and voice/TTS → imported as AudioClips with mobile-correct compression. | ElevenLabs |\n| **unity-asset-designer** | Art-direction layer *above* the generators: style guide / art bible, character turnaround sheets, and icon sets so all generated art stays on-model. No API key of its own. |\n\n### Ship it\n\n| Skill | What it does |\n|-------|--------------|\n| **unity-debug-profiler** | Evidence-driven debugging (compile errors, NullReference, pink materials, blank scenes) and profiling (frame rate, draw calls, GC, texture memory, IL2CPP stripping). |\n| **unity-monetization** | Ads integration: Google AdMob and Unity Ads direct, frequency-capped interstitials, rewarded ads, ATT + SKAdNetwork, and an SDK-agnostic ads facade. |\n| **unity-analytics-liveops** | Analytics & liveops: D1/D7/D30 retention and ARPDAU funnels, remote config + A/B testing, crash/analytics SDKs (Unity Gaming Services, GameAnalytics, Firebase), soft-launch measurement, and iOS ATT/SKAdNetwork/AdAttributionKit + privacy-manifest coordination — the levers that turn a playable game into a retentive, monetizable one. |\n| **unity-qa-release** | Play Mode / EditMode tests, device-resolution & safe-area checks, iOS build (IL2CPP/ASTC/Xcode), privacy manifest, TestFlight, fastlane signing, and release-risk reports. |\n| **unity-ios-secure-backend** | Anti-cheat leaderboards: Apple Game Center identity verification + App Attest, verified server-side by a Node/NestJS backend. |\n\n### Global & growth\n\n| Skill | What it does |\n|-------|--------------|\n| **unity-localization** | Ship a globally-localizable game with the Unity Localization package — String/Asset Tables, locale selection, Smart Strings (plurals/variables), per-script fonts + RTL, pseudolocalization, text-expansion layout, and localized App Store metadata. |\n| **unity-aso-growth** | App Store Optimization & growth — icon/title/keywords/screenshots/preview-video, Apple Product Page A/B testing, creatives & soft-launch UA, SKAdNetwork/AdAttributionKit measurement, and ratings prompts. Retention before acquisition. |\n\n---\n\n## How the skills fit together\n\n```\n                          ┌─────────────────────┐\n   \"build me a game\"  ──▶ │  unity-game-director │  (orchestrator)\n                          └──────────┬──────────┘\n            ┌──────────────┬─────────┼─────────┬──────────────┐\n            ▼              ▼         ▼          ▼              ▼\n      gameplay-      graphics /   asset-     monetization   qa-release /\n      systems          ui       designer                   debug-profiler\n            │              │         │                          │\n            │              │   ┌─────┴─────┐                    │\n            ▼              ▼   ▼     ▼      ▼                    ▼\n         ┌──────────────────────────────────────────┐    iOS build / tests\n         │            unity-mcp-bridge               │◀──────────┘\n         │   (drives the live Unity 6 Editor)        │\n         └──────────────────────────────────────────┘\n              ▲                              ▲\n        image / 3d / audio            MCP for Unity\n        generators (APIs)             (Editor package)\n```\n\nYou normally only need to talk to **`unity-game-director`** — it loads the rest as needed. Every concrete change goes through **`unity-mcp-bridge`**, which talks to a live, open Unity Editor (not files on disk).\n\n---\n\n## Prerequisites\n\n| Requirement | Why | Notes |\n|-------------|-----|-------|\n| **Codex/GPT 5.6 or Claude Code** | Runs the skills | Pick either supported host; install commands are below. |\n| **Unity 6 (6000.x)** Editor | The game engine these skills target | 6000.5 LTS or newer recommended |\n| **[MCP for Unity](https://github.com/CoplayDev/unity-mcp)** (`com.coplaydev.unity-mcp`) | Lets the agent drive the Editor | Installed as a Unity package — see [MCP setup](#mcp-for-unity-setup) |\n| **Python 3.10+** and **[uv](https://github.com/astral-sh/uv)** | MCP for Unity server + asset scripts | `uv` is required by the MCP server |\n| **Xcode** (macOS) | iOS builds / TestFlight | Only needed when you build for device |\n| **API keys** (optional) | Generative asset skills | Only for the generator you use — see [env vars](#environment-variables) |\n\n> The core gameplay/graphics/UI/QA skills work **without any API keys**. Keys are only needed for the generative asset skills (image / 3D / audio).\n\n---\n\n## Installation\n\nClone once, then use the platform-aware installer. Symlink mode is the default so `git pull` updates both hosts without stale copies.\n\n### GPT 5.6 / Codex\n\nAvailable in every project on your machine:\n\n```bash\ngit clone https://github.com/tea-x-random/unity-game-skills.git\ncd unity-game-skills\npython3 scripts/install_skills.py --platform openai --force\nexport UNITY_GAME_SKILLS_HOME=\"${CODEX_HOME:-$HOME/.codex}/skills\"\n```\n\nThis installs to `${CODEX_HOME}/skills` when `CODEX_HOME` is set, otherwise `~/.codex/skills`. Every skill includes `agents/openai.yaml` for GPT/Codex discovery and UI metadata.\n\n### Claude Code\n\n```bash\ncd unity-game-skills\npython3 scripts/install_skills.py --platform claude --force\nexport UNITY_GAME_SKILLS_HOME=\"$HOME/.claude/skills\"\n```\n\nThis installs to `~/.claude/skills`.\n\n### Custom, copied, or partial installs\n\n```bash\npython3 scripts/install_skills.py --platform openai --mode copy --destination /path/to/skills --force\npython3 scripts/install_skills.py --platform claude --skill unity-game-director --skill unity-mcp-bridge --force\n```\n\n### Verify\n\nRun the repository validator, then start the chosen host and ask: *\"What Unity skills do you have?\"*\n\n```bash\npython3 scripts/validate_repository.py\n```\n\nYou don't need all 27. Install only the ones you want (e.g. `unity-game-director`, `unity-mcp-bridge`, `unity-gameplay-systems`, `unity-graphics`, and `unity-ui-designer` for an asset-key-free workflow).\n\n> **Always install whole skill directories, never individual scripts.** Several scripts import sibling modules — e.g. `unity-image-generator/scripts/generate_image.py`, `validate_sprite.py`, and `critique_image.py` all import `art_spec.py` and fail without it. Re-run the installer to refresh copied installations.\n\n---\n\n## Environment variables\n\nOnly the **generative asset skills** need keys. Set them in the shell environment that launches your chosen host.\n\n| Variable | Used by | Get a key | Required? |\n|----------|---------|-----------|-----------|\n| `TRIPO_API_KEY` | `unity-3d-generator` | [platform.tripo3d.ai](https://platform.tripo3d.ai/) | Only for 3D generation / non-pixel pre-render |\n| `GEMINI_API_KEY` | `unity-image-generator` | [Google AI Studio](https://aistudio.google.com/apikey) | Only for Gemini exploration / non-pixel 2D image generation |\n| `PIXEL_LABS_API_KEY` | `unity-pixel-art` | [pixellab.ai/docs](https://www.pixellab.ai/docs) | Only for final pixel-art generation |\n| `ELEVENLABS_API_KEY` | `unity-audio-generator` | [elevenlabs.io](https://elevenlabs.io/) | Only for audio/voice generation |\n\nCopy [`.env.example`](.env.example) and fill in what you need, then export the values. The simplest reliable approach is to add them to your shell profile (`~/.zshrc` or `~/.zprofile` on macOS):\n\n```bash\nexport TRIPO_API_KEY=\"your-tripo-key\"\nexport GEMINI_API_KEY=\"your-gemini-key\"\nexport PIXEL_LABS_API_KEY=\"your-pixellab-key\"\nexport ELEVENLABS_API_KEY=\"your-elevenlabs-key\"\n```\n\nThen `source ~/.zshrc` (or open a new terminal) **before** launching the agent host.\n\nThe skills resolve keys in this order: an explicit `--api-key` flag → the environment variable above. `unity-game-director` ships a probe script that reports `SET` / `MISSING` for each key **without ever printing the value**.\n\n> **Never commit real keys.** `.env` is git-ignored. These keys bill against *your* third-party accounts — treat them like passwords.\n\n---\n\n## MCP for Unity setup\n\nThe skills change your project by driving a **live Unity Editor** through the [MCP for Unity](https://github.com/CoplayDev/unity-mcp) server (CoplayDev). High-level steps (the `unity-mcp-bridge` skill covers this in detail):\n\n1. **Install the Unity package** — in Unity: *Window → Package Manager → Add package from git URL* → `https://github.com/CoplayDev/unity-mcp.git`, or via OpenUPM: `openupm add com.coplaydev.unity-mcp`.\n2. **Register the MCP server with your agent host.** For Claude Code:\n   ```bash\n   claude mcp add unity --transport http http://127.0.0.1:8080/mcp\n   ```\n3. **Start the bridge** — in Unity: *Window → MCP for Unity → Start/Connect* until it reads **Connected** (needs `uv` / Python 3.10+ on PATH).\n4. **Keep the Editor open and focused.** MCP talks to the running Editor; after every C# compile or package change Unity does a ~5s domain reload that briefly drops the connection — the skills know to wait and reconnect.\n\n---\n\n## Quick start\n\nWith skills installed, MCP connected, and your Unity 6 project open:\n\n```\nYou: Build me a one-tap endless runner prototype — cute low-poly fox dodging\n     obstacles, score counter, game-over screen. Make it a real playable slice.\n```\n\nThe agent (via `unity-game-director`) will roughly:\n\n1. Detect the Unity version and project capabilities.\n2. Pin a tiny scope + aesthetic north-star, asking one batched round of questions if needed.\n3. Scaffold gameplay (`unity-gameplay-systems`) through MCP — input, spawning, scoring, game loop.\n4. Lock screen composition (`unity-scene-composition`) — camera, layers, focal path, density, color zones, and BeautyCell target.\n5. Generate source art if you have keys (`unity-pixel-art` for final pixel sprites/sheets, `unity-3d-generator` for 3D or non-pixel pre-rendered actors, `unity-image-generator` for Gemini concepts/UI/reference), or use procedural placeholders if not.\n6. Promote generated files through `unity-asset-pipeline` — asset contracts, sprite/mesh/import QA, prefab factory, BeautyCell screenshot, and approved-asset registry.\n7. Build the HUD and game-over screen (`unity-ui-designer`).\n8. Polish visuals (`unity-graphics`).\n9. Run Play Mode and capture screenshots (`unity-qa-release` / `unity-debug-profiler`) as evidence it actually runs.\n\nYou stay in control — review each phase, redirect, or ask for changes.\n\nSee the **[Prompting guide](docs/PROMPTING.md)** for how to get the best results. Maintainers can use **[External benchmark workflow](docs/EXTERNAL_BENCHMARK_WORKFLOW.md)** to periodically fold popular/official Unity production practices back into the skills.\n\n### Designing for quality, retention & monetization\n\n- **Ask for real generated art on every surface**, not flat placeholders — terrain, paths, units, and props should be sourced art, not solid fills. The `unity-aaa-graphics` skill enforces this with a per-surface asset-sourcing decision and a visual scorecard.\n- **Pin an art-direction north-star early** — palette, style, and finish (flat vs glossy) — so every asset and screen stays on-model instead of drifting.\n- **Pixel art → PixelLab, Gemini → exploration, Tripo → 3D/non-pixel motion.** Final pixel sprites/sheets should be generated pixel-native with `unity-pixel-art` / PixelLab, not 3D renders downscaled into pixels. Gemini is for concepts, static non-pixel art, textures, UI, and reference images; Tripo is for runtime 3D and high-res/painterly pre-rendered actors.\n- **Treat generated art as source, not final assets.** Promote source files through `unity-asset-pipeline`: preserve/validate alpha, enforce import settings, generate prefabs, record BeautyCell screenshots, and enter only approved prefabs into the registry.\n- **Compose before scaling.** Use `unity-scene-composition` to build one BeautyCell/golden screen before generating dozens of assets; fix camera, scale, focal path, density, and color zoning there first.\n- **Adopt proven Unity production gates.** The asset pipeline now tracks SpriteAtlas groups, Import Presets/AssetPostprocessor defaults, optional Addressables labels, and optional URP 2D secondary textures so popular Unity best practices become contract fields and validators, not tribal memory.\n- **Use best-of-N generation for production art.** Inspired by image-extension workflows, `unity-image-generator` can now generate multiple candidates, run pixel + vision QA, select the best with `select_best_candidate.py`, and extrude/pad sprite or tile sheets with `extrude_atlas.py` before Unity import.\n- **Design for hybrid monetization (ads + IAP).** Only ~1.8% of players ever buy an IAP, so rewarded/interstitial ads carry most casual revenue — plan both, not one.\n- **Instrument retention (D1/D7/D30) and tune via remote config / A/B testing** rather than guessing. The `unity-analytics-liveops` skill covers the funnels, SDKs, and experiments.\n\n---\n\n## Prompting guide\n\nA short version (full guide in **[docs/PROMPTING.md](docs/PROMPTING.md)**):\n\n- **State the genre and one core mechanic.** *\"hyper-casual stacker\"*, *\"match-3 with a swap-and-cascade board\"*, *\"one-tap flappy-style runner.\"* Specific beats vague.\n- **Name your constraints up front.** Target device, portrait vs landscape, art style, \"no API keys / use procedural art,\" and whether you want a prototype or a release-ready slice.\n- **Ask for a real, verified slice.** Add *\"make it actually playable and show me screenshots / Play Mode results\"* to push past design-doc answers.\n- **Let the director pick skills.** You rarely need to name a skill; describe the outcome. If you *do* want a specific one, say e.g. *\"use the monetization skill to add a rewarded ad.\"*\n- **Provide an aesthetic north-star early** — a reference style, a 4–7 color palette, one font, flat-vs-glossy. This is the single biggest lever on visual quality and avoids endless re-guessing.\n- **Batch your decisions.** Answer concept/art/scope questions in one go so the agent can keep moving.\n\n---\n\n## Repository layout\n\n```\n.\n├── README.md\n├── LICENSE                  # MIT\n├── CONTRIBUTING.md\n├── SECURITY.md\n├── .env.example\n├── .gitignore\n├── AGENTS.md                # GPT/Codex repository guidance\n├── CLAUDE.md                # Claude entrypoint to the shared guidance\n├── platforms/               # host manifests; never duplicated skill bodies\n├── scripts/                 # installer + repository validator\n├── tests/                   # deterministic pipeline tests\n├── docs/\n│   ├── PROMPTING.md\n│   └── EXTERNAL_BENCHMARK_WORKFLOW.md\n└── skills/\n    ├── unity-game-director/\n    ├── unity-mcp-bridge/\n    ├── unity-mcp-skill/\n    ├── unity-gameplay-systems/\n    ├── unity-card-games/\n    ├── unity-graphics/\n    ├── unity-aaa-graphics/\n    ├── unity-art-direction/\n    ├── unity-asset-pipeline/\n    ├── unity-scene-composition/\n    ├── unity-game-layout/\n    ├── unity-animation/\n    ├── unity-ui-designer/\n    ├── unity-pixel-art/\n    ├── unity-image-generator/\n    ├── unity-3d-generator/\n    ├── unity-audio-generator/\n    ├── unity-asset-designer/\n    ├── unity-debug-profiler/\n    ├── unity-monetization/\n    ├── unity-analytics-liveops/\n    ├── unity-qa-release/\n    ├── unity-ios-secure-backend/\n    ├── unity-project-setup/\n    ├── unity-game-economy/\n    ├── unity-localization/\n    └── unity-aso-growth/\n```\n\n---\n\n## Troubleshooting\n\n| Symptom | Likely cause | Fix |\n|---------|--------------|-----|\n| Host doesn't use the skills | Wrong install target or stale copy | Re-run `scripts/install_skills.py --platform openai\\|claude --force`, then restart the host. |\n| \"no Unity session\" / MCP not responding | Editor closed, unfocused, or mid domain-reload | Focus the Unity Editor; wait ~5s after a compile; re-check *Window → MCP for Unity* reads Connected |\n| `*_API_KEY=MISSING` | Key not exported in the shell that launched the host | Add to `~/.zshrc`/`~/.zprofile`, `source` it, relaunch the host. |\n| Image script fails to import `google-genai` | macOS system Python is externally managed (PEP 668) | The skill creates a venv: `python3 -m venv .artvenv && .artvenv/bin/pip install google-genai pillow` |\n| Pink/magenta materials in scene | Wrong render pipeline / missing shader | Ask `unity-debug-profiler`; usually a Built-in↔URP material mismatch |\n| New AdMob/Unity Ads serves no real ads | Brand-new ad unit is pending approval (no-fill) | Expected — only the SDK's **test** unit IDs serve until approved |\n\n---\n\n## Contributing\n\nContributions are welcome — see **[CONTRIBUTING.md](CONTRIBUTING.md)**. In short: keep skills evidence-driven and concise, never commit secrets or project-specific identifiers, and test changes against a real Unity 6 project before opening a PR.\n\n---\n\n## Security\n\n- These skills run scripts and drive your Unity Editor locally. Review what they do before granting broad permissions.\n- API keys bill against your third-party accounts. Keep them in your environment, never in the repo.\n- Found a sensitive value in a skill or a security issue? See **[SECURITY.md](SECURITY.md)**.\n\n---\n\n## License & disclaimer\n\nLicensed under the **[MIT License](LICENSE)**.\n\nThis is an independent, community project. It is **not affiliated with or endorsed by** Unity Technologies, Apple, Google, Tripo, ElevenLabs, CoplayDev, or Anthropic. \"Unity,\" \"iOS,\" \"App Store,\" \"Game Center,\" \"AdMob,\" \"Gemini,\" and other names are trademarks of their respective owners. The generative skills call third-party APIs that have their own terms, pricing, and content policies — you are responsible for your usage and any costs incurred.\n"}