Engine configuration wizard for Godot 4.6, Unity 7, and UE 5.6. Handles project creation, version control, renderer settings, and platform-specific setup wit...
--- name: game-dev-setup-engine description: > Engine configuration wizard for Godot 4.6, Unity 7, and UE 5.6. Handles project creation, version control, renderer settings, and platform-specific setup with version-aware references. triggers: - "set up my engine" - "configure Unity project" - "setup Godot" - "Unreal project setup" - "initialize project" - "engine configuration" --- # Game Dev Setup Engine โ Engine Configuration Wizard ## ๐ฏ Purpose Guide users through configuring a game engine project from scratch. Handles Godot 4.6, Unity 7, and Unreal Engine 5.6 with version-aware settings, renderer selection, and platform target configuration. ## ๐ค Multi-Platform Notes | Platform | Notes | |----------|-------| | **OpenClaw** | Can read/write engine config files directly. Best for generating correct file content and writing it to the right location. | | **Claude Code** | Can run engine CLI commands (`godot --headless`, `Unity -projectPath`, etc.) and edit config files. Run detection commands to verify installs. | | **Cursor/Windsurf** | Good for editing config files in the project. May have LSP support for GDScript/C#. | | **GitHub Copilot** | Can suggest config file content. Let the user paste or review. | | **Generic LLM Chat** | Output config file content as code blocks. User must paste into correct locations. | | **Any AI** | Can guide through manual setup steps. Always state: "I can tell you the steps OR write the files for you โ which do you prefer?" | --- ## ๐ Phase 1: Engine Detection ### Step 1.1 โ Ask > **"Which engine are you using?"** > > ``` > 1) Godot 4.6 > 2) Unity 7 > 3) Unreal Engine 5.6 > 4) Other (specify) > ``` ### Step 1.2 โ Check Installed Version If on a terminal-capable platform, run: **Godot:** ```bash godot --version # Expected: 4.6.stable or similar ``` **Unity:** ```bash # Check Unity Hub for installed versions, or: find /Applications/Unity -name "Unity" -type f 2>/dev/null # Windows: where Unity 2>/dev/null ``` **Unreal:** ```bash # Check Engine association (Windows) # Look in: C:\Program Files\Epic Games\UE_5.6\ ``` ### Step 1.3 โ Version-Aware Config Reference | Setting | Godot 4.6 | Unity 7 | UE 5.6 | |---------|-----------|---------|--------| | **Renderer** | Forward+ (3D), Compatibility (low-end) | URP (default), HDRP (high-end) | Deferred (default), Forward (VR) | | **Script** | GDScript, C# (.NET 8) | C# (.NET 8) | C++, Blueprints | | **Build Target** | Windows, Mac, Linux, Web, Android, iOS | Windows, Mac, Linux, Web, Android, iOS, Consoles | Windows, Mac, Linux, Android, iOS, Consoles | | **Version Control** | Git (`.gitignore` provided) | Unity Version Control or Git | Perforce (recommended) or Git | | **Plugin/Market** | Asset Library | Asset Store | Fab / Marketplace | --- ## โ๏ธ Phase 2: Project Initialization ### Godot 4.6 Create `project.godot`: ```gdscript [application] config/name="My Game" config/description="A game made with Godot 4.6" config/icon="res://icon.png" run/main_scene="res://scenes/main.tscn" [rendering] renderer/rendering_method="forward_plus" # or "mobile" or "compatibility" renderer/anti_aliasing/quality="high" # or "medium", "low", "disabled" ``` Then ask: > **"Create the standard folder structure?"** ``` res:// โโโ assets/ # Raw assets (sprites, models, audio) โ โโโ art/ โ โโโ audio/ โ โโโ fonts/ โโโ scenes/ # .tscn files โโโ scripts/ # .gd / .cs files โโโ resources/ # .tres / .res files โโโ addons/ # Plugins โโโ levels/ # Level scenes โโโ tests/ # Unit tests (GDScript 2.0 unit test) ``` **Render pipeline:** Forward+ default. Switch to Compatibility for 2D-only. Switch to Mobile for mobile targets. ### Unity 7 Create project with Unity Hub, then set up: ``` Assets/ โโโ _Project/ โ โโโ Scripts/ โ โโโ Scenes/ โ โโโ Prefabs/ โ โโโ Art/ โ โโโ Audio/ โ โโโ Resources/ โ โโโ Settings/ โโโ ThirdParty/ โโโ Plugins/ ``` **Render Pipeline Selection:** - **URP** (Universal Render Pipeline) โ default for most projects. Good for mobile, cross-platform, 2D, and mid-range 3D. - **HDRP** (High Definition RP) โ high-end PC/console 3D only. - **Built-in RP** โ legacy. Only use for existing projects. > Ask: *"URP or HDRP? If you're not sure, pick URP."* **Input System:** - New Input System Package (recommended for all new projects) - Legacy Input Manager (existing projects) **Version Control:** - Generate `.gitignore` for Unity - Default meta file tracking - Ask about Unity Version Control if on a team ### Unreal Engine 5.6 Create via Epic Games Launcher or manually: ``` Project/ โโโ Content/ โ โโโ Characters/ โ โโโ Environments/ โ โโโ UI/ โ โโโ Audio/ โ โโโ Blueprints/ โโโ Source/ โ โโโ [ProjectName]/ โ โโโ [ProjectName].h โ โโโ [ProjectName].cpp โ โโโ [ProjectName].Build.cs โโโ Config/ โโโ [ProjectName].uproject ``` **Render Pipeline:** Deferred Renderer (default). Switch to Forward for VR or high-framerate targets. **Startup settings:** - Ask: *"Blueprint-only or C++ ?"* - Ask: *"Template? (Blank, Third Person, Top Down, etc.)"* --- ## ๐ง Phase 3: Platform Configuration ### Step 3.1 โ Target Platforms Ask: > **"Which platforms will you target?"** > > ``` > 1) Windows/Mac/Linux (desktop) > 2) Web (HTML5/WebGL) > 3) Mobile (Android/iOS) > 4) Console (requires approval) > 5) All of the above > ``` ### Step 3.2 โ Platform-Specific Settings | Engine | Windows | Mac/Linux | Web | Mobile | |--------|---------|-----------|-----|--------| | Godot | Default | Default | `texture/force_keep_filtered` off, audio โ `use_mobile_for_hq` | `rendering/texture/vram_compression` on | | Unity | IL2CPP, DX11/12 | Mono, Metal | WebGL 2.0 | IL2CPP, Vulkan (Android), Metal (iOS) | | UE | DX12/11 | Vulkan/Metal | N/A | Vulkan | ### Step 3.3 โ Version Control Setup Generate `.gitignore` based on engine: - **Godot:** https://github.com/github/gitignore/blob/main/Godot.gitignore - **Unity:** https://github.com/github/gitignore/blob/main/Unity.gitignore - **UE:** https://github.com/github/gitignore/blob/main/UnrealEngine.gitignore > Ask: *"Initialize a git repo and create .gitignore?"* --- ## โ Phase 4: Verification ### Step 4.1 โ Build Test Ask: > **"Should I try to build an empty project to verify the setup?"** If terminal-capable: **Godot:** ```bash godot --headless --build-solutions --quit ``` **Unity:** ```bash # Requires Unity CLI path setup Unity -projectPath . -buildTarget StandaloneWindows64 -quit -batchmode -logFile build.log ``` **UE:** ```bash # Generate project files # Windows: "[Epic Games]\UE_5.6\Engine\Build\BatchFiles\Build.bat" [ProjectName]Editor Win64 Development -project="[full path]" ``` ### Step 4.2 โ Basic Scene Create a default scene with: - A camera - A light (for 3D) - A test object (cube or sprite) - Attach a script that prints "Hello, World!" > Ask: *"Want me to create a test scene to verify everything works?"* --- ## ๐ Setup Summary After completing, output a setup summary: ```markdown # Engine Setup Complete ## Project - **Project:** [project name] - **Engine:** [engine + version] - **Location:** [path] - **Renderer:** [renderer name] ## Configuration - [ ] Folder structure created - [ ] Version control initialized - [ ] Platform targets set: [list] - [ ] Test scene created and verified ## Next Steps - Run `game-design-doc` to write the GDD - Run `architecture` for system design - Run `sprint-dev` to start development ``` ## ๐จ Troubleshooting ### Godot - GDScript not highlighting? Install Godot extension for your editor. - .NET not detected? Install .NET 8 SDK. - Export templates missing? Install via Godot โ Editor โ Manage Export Templates. ### Unity - Package errors? Re-import from Package Manager โ My Assets. - Scripts not compiling? Check .NET profile and API compatibility level. - "No Unity version associated" โ open with Unity Hub. ### Unreal - Visual Studio not detected? Install Game Development with C++ workload. - Shader compilation errors? Update GPU drivers. - Slow startup? This is normal for first launch.
don't have the plugin yet? install it then click "run inline in claude" again.