unity-ai-game-creator – skill Khác cho agent AI
Biến ý tưởng game thô thành dự án Unity hoàn chỉnh với tạo asset bằng AI, bản thiết kế scene, prompt nhạc/SFX và quy trình phát triển từng bước, dùng Unity 6+ và các công cụ AI hiện đại.
Cài skill unity-ai-game-creator bằng một lệnh
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Claude Code
mkdir -p ~/.claude/skills && curl -fsSL https://skill.dn1nguoi.com/z/unity-ai-game-creator-87cee.tgz | tar xz -C ~/.claude/skills
Gọi trong Claude Code: /unity-ai-game-creator – rồi mô tả công việc bạn muốn làm.
Codex
mkdir -p ~/.codex/skills && curl -fsSL https://skill.dn1nguoi.com/z/unity-ai-game-creator-87cee.tgz | tar xz -C ~/.codex/skills
Gọi trong Codex: $unity-ai-game-creator – rồi mô tả công việc bạn muốn làm.
Hermes Agent
mkdir -p ~/.hermes/skills && curl -fsSL https://skill.dn1nguoi.com/z/unity-ai-game-creator-87cee.tgz | tar xz -C ~/.hermes/skills
Gọi trong Hermes Agent: /unity-ai-game-creator – rồi mô tả công việc bạn muốn làm.
DeepSeek
mkdir -p ~/.deepcode/skills && curl -fsSL https://skill.dn1nguoi.com/z/unity-ai-game-creator-87cee.tgz | tar xz -C ~/.deepcode/skills
Gọi trong DeepSeek: /unity-ai-game-creator – rồi mô tả công việc bạn muốn làm.
Nội dung SKILL.md
Nội dung SKILL.md gốc bằng tiếng Anh.
Unity AI Game Creator
Overview
This skill transforms a raw game concept into a fully structured Unity development plan with specifications for assets, scenes, music, scripts and build validation. A plan or prompt kit is not a completed Unity project or verified build. It guides the agent through a 5-phase pipeline — from extracting core game dimensions to producing ready-to-use AI prompts for every asset category — using the latest Unity 6+ features and AI tooling ecosystem. Unlike generic Unity reference skills, this skill is workflow-driven: the user provides an idea, and the agent delivers a complete, actionable game development roadmap.
When to Use This Skill
- Use when a user describes a game idea and wants a complete development plan
- Use when generating AI prompts for 3D models, textures, music, sound effects, or UI assets
- Use when setting up a new Unity project from scratch with modern architecture
- Use when creating Scene Blueprints from a concept description
- Use when building a Game Design Document (GDD) from a rough idea
- Use when leveraging Unity AI Assistant, MCP server, or external AI tools in a game workflow
- Use when planning monetization, performance budgets, or app store deployment
How It Works
Master Pipeline
Use these phases for the requested scope. Planning does not authorize paid generation, package/MCP installation, telemetry, store publication or submission; perform those only when the user authorizes the action and target.
PHASE 1: IDEATION ──▶ PHASE 2: BLUEPRINT ──▶ PHASE 3: GENERATION ──▶ PHASE 4: ASSEMBLY ──▶ PHASE 5: DEPLOYMENT
Game Brief GDD + Scenes AI Prompts + Assets Project Setup Build + Store
Genre Analysis Architecture Scripts + Audio Core Systems QA + Submit
Scope Assessment Scene Blueprints Voice + UI Polish + Juice AnalyticsPhase 1: Ideation & Deep Analysis
Extract and clarify these dimensions from the user's game idea. Ask only for what is ambiguous — infer the rest from context.
| Dimension | What to Extract | If Unclear |
|-----------|----------------|------------|
| Genre | Primary + secondary genre blend | Suggest 3 genre combinations |
| Platform | Mobile, PC, Console, WebGL, VR/AR | Recommend based on scope |
| Perspective | 2D, 2.5D, 3D, Top-down, Side-scroll, FPS, TPS | Infer from genre |
| Art Style | Realistic, Stylized, Pixel, Low-poly, Anime, Painterly | Suggest 3 options |
| Core Loop | The 30-second repeating gameplay action | Identify from description |
| Target Audience | Age range, gamer profile, platform habits | Recommend based on genre |
| Session Length | Average play session duration | Infer from platform + genre |
| Monetization | Free-to-play, Premium, Hybrid | Recommend based on platform |
| Scope | Solo dev, small team, studio | Ask if not obvious |
| Timeline | MVP in weeks, full release target | Suggest realistic milestones |
Also provide:
1. Top 3 Reference Games — What they do well, what the user can learn
2. Market Gap Hypothesis — What opportunity to research; distinguish evidence from assumptions
3. Core Differentiator — The one unique thing about this game
4. Risk Assessment — Technical and market risks with mitigations
Illustrative Scope Calibration (not delivery estimates):
| Scope | Timeline | Team Size | Feature Budget |
|-------|----------|-----------|----------------|
| Prototype | 1–2 weeks | Solo | Core loop only |
| Vertical Slice | 4–6 weeks | Solo–2 | 1 complete level + polish |
| MVP | 8–12 weeks | 2–4 | 3–5 levels + save + UI |
| Full Release | 16–24+ weeks | 3–8 | Complete content + multiplayer |
Phase 2: Blueprint & Design
Game Design Document (GDD)
Generate a structured GDD covering:
1. Executive Summary — Elevator pitch, genre, USPs
2. Gameplay — Core loop diagram, progression, abilities, win/loss, difficulty curve
3. World & Narrative — Setting, characters, level structure
4. Art Direction — Visual style, color palette (hex codes), reference descriptions, UI/UX style
5. Audio Direction — Music style per scene, SFX categories, voice needs
6. Technical Spec — Unity version, render pipeline, performance budgets, SDKs
7. Monetization Strategy — Revenue model, IAP design, ad placement
8. Development Roadmap — Phases, milestones, feature priority matrix, risk register
Scene Blueprints
For each scene, produce a hierarchy covering:
- Environment — Ground/terrain, skybox, lighting setup, props with positions
- Interactive Objects — Behavior on interaction
- Characters / NPCs — AI behavior, patrol paths, dialogue triggers
- UI Overlay — HUD elements, contextual prompts
- Audio Layers — Background music (mood, tempo, loop point), ambient SFX, trigger SFX
- Camera Setup — Type (Cinemachine/Fixed/Follow), behavior configuration
- Systems Active — Save checkpoints, spawners, particle effects
Architecture Blueprint
Provide recommended project folder structure:
Assets/_Project/
├── Scripts/ (Core, Gameplay, UI, Data, Audio, Utilities)
├── Prefabs/ (Characters, Environment, UI, VFX)
├── Scenes/
├── Art/ (Models, Textures, Materials, Animations, UI_Assets)
├── Audio/ (Music, SFX, Ambience)
├── ScriptableObjects/
└── Resources/Phase 3: AI-Powered Asset Generation
For every asset category, provide ready-to-use prompts for the best current AI tools.
3D Model Prompts
Recommend tools dynamically (Meshy.ai, Tripo3D, Rodin, Unity AI Assistant) and generate prompts including:
- Asset name, art style, gameplay purpose
- Polygon budget, texture resolution, PBR maps needed
- Animation-ready flag, scale reference
- Unity import settings (scale factor, normals, animation type, material handling)
Texture & 2D Asset Prompts
Recommend tools (Leonardo.ai, Midjourney, DALL·E, Unity AI Assistant) and generate prompts including:
- Texture type (seamless tile, sprite, UI element, concept art)
- Resolution, style, tiling requirements, PBR maps
- Unity import settings (texture type, filter mode, compression, max size)
Music Prompts
Recommend tools (Suno, Soundraw, Sonauto) and generate prompts including:
- Track name, scene context, mood, tempo (BPM), duration
- Instruments, reference tracks, loop points, dynamic layers
- Unity import settings (format, load type, compression, loop config)
Sound Effects Prompts
Recommend tools (ElevenLabs, OptimizerAI/SFX Engine) and generate prompts including:
- SFX name, category, gameplay context, duration
- Variation count, characteristics
- Unity import settings (format, load type, 3D sound config, variation arrays)
Voice & Narration Prompts
Recommend tools (ElevenLabs, Play.ht, Coqui) and generate prompts including:
- Character name, voice profile, dialogue line, emotion, context
UI/UX Asset Prompts
Generate specifications for Unity UI Toolkit or AI image generation including:
- Element name, screen context, visual style
- States (normal, hover, pressed, disabled)
- Dimensions, anchor behavior, animation descriptions
Phase 4: Assembly & Development
Project Initialization Checklist
- Unity version (recommend latest Unity 6 LTS)
- Render pipeline (URP for mobile/stylized, HDRP for high-fidelity, URP 2D Renderer or Built-in for 2D depending on requirements)
- Build settings, player settings (color space, scripting backend, API compatibility)
- Essential packages (Input System, Cinemachine, TextMeshPro, Addressables, Unity AI Assistant)
- Git LFS configuration for large assets
Development Order (Week-by-Week)
1. Foundation — Project setup, GameManager, event system, scene management, input config
2. Core Gameplay — Player controller, camera, core loop, basic enemies
3. Content & Systems — Level building, UI system, audio manager, save/load
4. Polish & Feedback — VFX/juice, progression, tutorial, settings
5. Platform & Release — Profiling, monetization, analytics, platform polish, submission
Script Architecture Patterns
- GameManager → Singleton or Service Locator
- Events → Observer Pattern (C# events + ScriptableObject Events)
- Save System → Versioned JSON, validated loading, atomic writes and recovery; encryption only with a defined threat/key-management model
- Object Pooling → Generic pool for bullets, enemies, VFX
- State Machine → Player states, game states, enemy AI
- Audio → Singleton with Audio Mixer Groups
- UI → UI Toolkit with MVVM or event binding
- Scene Loading → Addressables + async with progress
- Input → New Input System with Action Maps
Unity AI Assistant & MCP Integration
- Verify current Unity AI Assistant package, editor compatibility, account and pricing before setup
- MCP server configuration for external IDE/agent control
- Example in-editor prompts for scene manipulation, scripting, profiling
Phase 5:
… (nội dung đầy đủ có trong gói tải về)
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