unikit

Solid

Initialize the UniKit framework in a project. Scans the current project to detect the engine and real tech stack, then generates the base framework documents that give AI agents context about the project — the resolved project description, the architecture doc, AGENTS.md, and the user-editable .unikit/config.yaml. This is the one-time, whole-project setup run before any other unikit skill. Use whenever the user wants to initialize, set up, or onboard the framework, e.g. "initialize unikit", "init the framework", "set up unikit", "set up the project", "configure AI context", "scan my project and set it up", "bootstrap the project". This handles the initial full bootstrap — to edit one document later, use that document's dedicated skill.

Data & Documents 16 stars 1 forks Updated 4 days ago MIT

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Quality Score: 81/100

Stars 20%
41
Recency 20%
100
Frontmatter 20%
70
Documentation 15%
100
Issue Health 10%
50
License 10%
100
Description 5%
100

Skill Content

# UniKit Setup — Game Project Context Initialization Set up AI agent context for a game project by: 1. Scanning the real tech stack from engine-specific sources 2. Bootstrapping `.unikit/config.yaml` (user-editable source of truth for language, git, and workflow) 3. Generating `.unikit/DESCRIPTION.md` — project specification 4. Generating `AGENTS.md` — structural map for AI agents 5. Bootstrapping the knowledge base under `.unikit/memory/` via the rules registry — the `code` module (`core/` + `stack/`) always, plus the `gamedesign` design library when its skills are installed 6. Delegating architecture generation to `/unikit-architecture` 7. Printing the setup summary as the final, user-facing confirmation that all artifacts are in place The architecture sub-skill is invoked **before** the summary so the summary can honestly list `.unikit/ARCHITECTURE.md` alongside the other artifacts. When `/unikit-architecture` returns, do not end the turn — immediately print the Step 11 summary in the same response. This skill is the entry point for the unikit ecosystem. It creates the foundational context that other unikit skills (`unikit-devcontext`, `unikit-plan`, `unikit-implement`, etc.) rely on for informed decision-making, including the canonical `.unikit/config.yaml` they all read at the start of every command. <!-- unikit:agents codex --> --- ## Subagent Delegation — BLOCKING PRE-REQUISITE When the workflow reaches a step that requires a subagent (`Agent`), the assistant MUS...

Details

Author
NintendaDev
Repository
NintendaDev/unikit-ai
Created
3 months ago
Last Updated
4 days ago
Language
Shell
License
MIT

Similar Skills

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AI & Automation Solid

unikit-docs

Generate and maintain the project's TECHNICAL documentation from its codebase — scans the project structure, tech stack, and module boundaries, then writes a lean README landing page plus detailed topic pages (architecture, modules, setup, build, APIs), only the docs that are relevant. Use whenever the user wants to create, update, or validate documentation of the CODE or the project itself, e.g. "generate documentation", "create docs", "write the README", "update the project docs", "document the codebase", "document this project's architecture", "validate the project documentation". This is CODE / project documentation only — it never documents the game design. To render the GAME DESIGN (the GDD: systems, flows, content, economy) for people to read use /unikit-gd-docs.

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unikit-help

Navigator and help guide for the UniKit framework — use when the user is unsure what to do next, where to start, or which unikit skill fits their situation. It diagnoses intent and points to the right skill or pipeline: starting a project, writing code, testing, planning, the spec-driven code workflow, authoring or detailing game design, finding a new mechanic, or deciding what game to build. Trigger on questions like "what do I do next", "where do I start", "how do I start coding", "how do I test my code", "how do I create the game design", "how do I detail a system", "how do I find a new mechanic", "which unikit skill should I use", "how does the code pipeline relate to game design", "I'm lost in unikit", "help me with unikit". Read-only — it explains and points to the right command, it never edits project files. For technical code research use /unikit-explore; for game-design research use /unikit-gd-explore; to initialize the framework use /unikit.

16 Updated 4 days ago
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unikit-architecture

Generate the architecture guidelines for a game project. Scans the project structure and tech stack, then produces .unikit/ARCHITECTURE.md describing the folder layout, dependency rules, and how modules communicate. Name a specific pattern or let it auto-detect. Use when the user wants to define or document the project architecture, e.g. "generate architecture", "describe the architecture", "which architecture should I use", "set up project architecture", or mentions module structure, module boundaries, project organization, or dependency rules.

16 Updated 4 days ago
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