Agent skill

Unity Project Bootstrap

by akiojin in akiojin/unity-cli

Bootstrap a new Unity project with unity-cli. An agent skill from akiojin/unity-cli.

MITAuto-check passedGame Development

Install Unity Project Bootstrap

skills CLI
$ npx skills add akiojin/unity-cli --skill unity-project-bootstrap -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install akiojin/unity-cli unity-project-bootstrap --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-project-bootstrap .claude/skills/unity-project-bootstrap && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
unity-project-bootstrap
GitHub stars
107
Token cost
~1.6k tokens
SKILL.md length
667 words
Files
3 (incl. references)
Skills in repo
28
Repo updated
First seen
Licence
MIT

At a glance

Bootstrap a new Unity project with unity-cli. An agent skill from akiojin/unity-cli.

  • Works in 7 steps: Establish the absolute project path,… → Follow project creation for Hub or… → Follow runtime prerequisites to obtain the → …
  • The user wants to create a project from scratch and install the bridge
  • SKILL.md covers Use When, Do Not Use When, Preferred Flow and Examples, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Project Bootstrap is an agent skill from akiojin/unity-cli. Bootstrap a new Unity project with unity-cli. Use when the user wants to create a project from scratch and install the bridge, connect it, or prepare its first runnable scene. Do not use for setup or ping alone in an existing project; use unity-cli-usage. For scene-only authoring use unity-scene-create; for runtime capture alone use unity-playmode-testing.

Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/project-creation.md` and `references/runtime-checklist.md`).

It sits in Game Development. The repository describes itself as: Rust CLI for Unity Editor automation over Unity TCP protocol. The licence is MIT.

When your agent uses it

  • The user wants to create a project from scratch and install the bridge
  • Prepare its first runnable scene
  • Ping alone in an existing project
  • Use unity-cli-usage

Example prompts

  • “/unity-project-bootstrap”

Requirements

  • Pre-approved tools (allowed-tools): Bash(unity-cli:*), Read, Grep, Glob

Workflow steps

7 steps, taken from the first numbered list in SKILL.md.

  1. Establish the absolute project path, installed Editor version, and template /
  2. Follow project creation for Hub or Editor CLI.
  3. Follow runtime prerequisites to obtain the
  4. Verify package resolution in Packages/packages-lock.json. The bridge brings
  5. Use unity-scene-create to create and save a minimal scene. The default scene
  6. Use unity-playmode-testing: enter Play, confirm get_editor_state, capture
  7. Report Editor/CLI/bridge versions, project path, resolved packages, ping,

What it can do on your machine

Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Bash(unity-cli:*)
    • Read
    • Grep
    • Glob

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unity Project Bootstrap loads about 1.6k tokens when it runs, and up to ~3.6k if it reads all its reference files. Until then it costs about 97 tokens; SKILL.md has 667 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~97
When it runs · the whole SKILL.md, loaded when a task matches
~1.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3.6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 667 words, ~1,605 tokens.

Download SKILL.mdSave it as .claude/skills/unity-project-bootstrap/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
unity-project-bootstrap
description
Bootstrap a new Unity project with unity-cli. Use when the user wants to create a project from scratch and install the bridge, connect it, or prepare its first runnable scene. Do not use for setup or ping alone in an existing project; use `unity-cli-usage`. For scene-only authoring use `unity-scene-create`; for runtime capture alone use `unity-playmode-testing`.
allowed-tools
Bash(unity-cli:*), Read, Grep, Glob
metadata.author
akiojin
metadata.version
0.1.0
metadata.category
foundation
metadata.triggers
project, bootstrap
metadata.siblings
unity-cli-usage, unity-scene-create, unity-playmode-testing, unity-package-management

Unity Project Bootstrap

With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.

Take an absent project through creation, bridge connection, a saved starter scene, and a visible Play-mode check using existing Unity and unity-cli operations.

Use When

  • The user wants a new Unity project with the bridge installed and reachable.
  • The request spans project creation, initial packages, and a first runnable scene.
  • The project folder is empty or does not exist, rather than an existing project needing a connection repair.

Do Not Use When

  • Only install or diagnose the CLI/bridge in an existing project: unity-cli-usage.
  • Only create, load or save a scene in an existing project: unity-scene-create.
  • Only capture or simulate input in Play mode: unity-playmode-testing.
  • Only manage packages: unity-package-management; only edit materials/imports: unity-asset-management; only interact with UI: unity-ui-automation.

Preferred Flow

  1. Establish the absolute project path, installed Editor version, and template / render pipeline from the request. Use a minimal built-in 3D project when no pipeline is specified, and state that choice. Preserve explicit choices. Check whether the destination already contains a project; never replace it or silently change its Editor version. Resume existing work through the appropriate sibling instead of running creation again.
  2. Follow project creation for Hub or Editor CLI. Wait for creation/import to finish and verify Packages/manifest.json and ProjectSettings/ProjectVersion.txt. Close the newly created Editor before bridge installation so Input System activation can be configured without a restart dialog. Do not close another project's Editor.
  3. Follow runtime prerequisites to obtain the CLI and select this project. Explain that setup adds the bridge / OpenUPM registry to the manifest and may enable Both input backends. Then run unity-cli --project-path <project> --output json setup --launch-editor. With multiple Editors, choose an unused port and pass the same explicit --port on setup and every subsequent command. Require ok: true, editor.projectMatches: true, and a matching bridge version before authoring. Check unity-cli system ping against that same project/port. On failure use doctor, import/compile logs and editor.hint; do not loop blindly or create another project. For CLI versions without setup, use bridge install, open the project and verify ping per unity-cli-usage (#363 / #366).
  4. Verify package resolution in Packages/packages-lock.json. The bridge brings Input System as a dependency; do not install an arbitrary latest version. Add only other packages requested by the user, using unity-package-management and the selected Editor's compatible package versions. Allow import/reload to settle and ping again before continuing.
  5. Use unity-scene-create to create and save a minimal scene. The default scene contains a camera and directional light; inspect the hierarchy, then add a visible Cube. Keep one camera and avoid duplicate starter objects on retry. Use Assets/Scenes/Bootstrap.unity unless another path was requested. For repository E2E runs use Assets/Scenes/Generated/E2E/Bootstrap.unity.
  6. Use unity-playmode-testing: enter Play, confirm get_editor_state, capture the Game view and inspect the image. Require the Cube to be visible, no compile/runtime errors, and a real Game capture (not an OS fallback). Input simulation is optional when a requested controller/action exists; an empty scene's device state does not prove gameplay input works. Stop Play and confirm the scene remains saved before reporting success.
  7. Report Editor/CLI/bridge versions, project path, resolved packages, ping, saved scene and screenshot paths, and any remaining failures. Keep the manifest, scene and screenshot as evidence. If an operation is absent from the tool catalog, report the gap and link a separately tracked issue; do not add CLI/bridge functionality as part of this workflow.
Show full SKILL.md (75 more words)Show less

Examples

  • "Create a new Unity 2022.3 project, install the bridge and confirm ping."
  • "新しい Unity 6 プロジェクトを作り、Input System と最小シーンを用意して実行確認して。"
  • "Create only a scene in my existing project" → unity-scene-create.
  • "The bridge in my existing project is unreachable" → unity-cli-usage.

After project creation and setup, run these commands inside that project with the selected endpoint (add the same --project-path / --port if needed):

bash
unity-cli system ping
unity-cli scene create Bootstrap --path Assets/Scenes/
unity-cli raw get_hierarchy --json '{"includeComponents":true}'
unity-cli raw create_gameobject --json '{"name":"BootstrapCube","primitiveType":"cube"}'
unity-cli raw save_scene --json '{"scenePath":"Assets/Scenes/Bootstrap.unity"}'
unity-cli raw play_game --json '{}'
unity-cli raw get_editor_state --json '{}'
unity-cli raw capture_screenshot --json '{"captureMode":"game","width":1280,"height":720,"osFallback":false}'
unity-cli raw read_console --json '{"count":20}'
unity-cli raw stop_game --json '{}'

References

© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-project-bootstrap of akiojin/unity-cli.

  • SKILL.md
  • references/project-creation.md
  • references/runtime-checklist.md

Open the folder on GitHubat commit 7f45d7a

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Unity Project Bootstrap next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Questions about Unity Project Bootstrap

What does Unity Project Bootstrap do?

Bootstrap a new Unity project with unity-cli. An agent skill from akiojin/unity-cli. Unity Project Bootstrap is an agent skill from akiojin/unity-cli. Bootstrap a new Unity project with unity-cli.

When should I use Unity Project Bootstrap?

Unity Project Bootstrap fits situations like: the user wants to create a project from scratch and install the bridge; prepare its first runnable scene; ping alone in an existing project; use unity-cli-usage.

How do I install Unity Project Bootstrap in Claude Code?

Run `npx skills add akiojin/unity-cli --skill unity-project-bootstrap -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-project-bootstrap in akiojin/unity-cli) into .claude/skills/unity-project-bootstrap in your project. Claude Code loads it when a task matches its description.

How do I install Unity Project Bootstrap in Codex?

Run `npx skills add akiojin/unity-cli --skill unity-project-bootstrap -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-project-bootstrap in akiojin/unity-cli) into .agents/skills/unity-project-bootstrap in your project. Codex loads it when a task matches its description.

Can I use Unity Project Bootstrap in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add akiojin/unity-cli --skill unity-project-bootstrap -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-project-bootstrap, .gemini/skills/unity-project-bootstrap, .github/skills/unity-project-bootstrap and .opencode/skills/unity-project-bootstrap in your project.

What does Unity Project Bootstrap need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Project Bootstrap is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(unity-cli:*), Read, Grep, Glob.

Does Unity Project Bootstrap access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unity Project Bootstrap safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unity Project Bootstrap use?

Unity Project Bootstrap is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unity Project Bootstrap use?

About 1.6k tokens (SKILL.md is roughly 6.4k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 2k tokens, read only when the agent opens those files.

What are the alternatives to Unity Project Bootstrap?

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Who maintains Unity Project Bootstrap?

akiojin (a GitHub user) maintains it in akiojin/unity-cli, which has 107 GitHub stars. The repository holds 28 skills in this directory. The repository was last updated on October 5, 2026.

Source: akiojin/unity-cli on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.