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commercial-unity-game

Use this when designing, building, or auditing a commercial-grade Unity mobile/F2P game beyond prototype scope, including architecture, save data, data-driven…

Skill by FunplayAI

IndexedMIT★ 10
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/funplayai-commercial-unity-game

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About

Use this when designing, building, or auditing a commercial-grade Unity mobile/F2P game beyond prototype scope, including architecture, save data, data-driven content, economy, IAP/shop, retention, asset/audio pipelines, analytics, remote config, and Funplay Unity MCP verification.

Use cases: data, writing, agent-building

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
No tools found
Secrets
None asked for
Install scripts
None found
Runs as
Node.js package

Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/commercial-unity-game

What's inside

Skill name
commercial-unity-game
Description
Use this when designing, building, or auditing a commercial-grade Unity mobile/F2P game beyond prototype scope, including architecture, save data, data-driven content, economy, IAP/shop, retention, asset/audio pipelines, analytics, remote config, and Funplay Unity MCP verification.
License
MIT
Instructions
66 lines in SKILL.md · view on GitHub

Before installing

  • Ships executable scripts

Files (7)

  • SKILL.md
  • architecture-template.md · references/
  • asset-audio-pipeline.md · references/
  • commercial-systems.md · references/
  • data-pipeline.md · references/
  • economy-design.md · references/
  • validate-commercial-plan.mjs · scripts/

SKILL.md (first lines)

# Commercial Unity Game

Use this skill when the user asks for a commercial, premium, F2P, mobile, store-ready, or retention/monetization-aware Unity game workflow. This skill complements `unity-mcp-workflow`: use this skill to decide what a commercial game needs, then use `unity-mcp-workflow` to verify Unity Editor state, compilation, Play Mode behavior, screenshots, hierarchy, and console output.

Do not treat a prototype as commercial-grade just because the core mechanic runs. A commercial Unity game needs persistent state, tuned content, economy, retention, platform risk handling, and a verification trail.

## Operating Loop

1. Capture the product frame.
   - Define target platform, session length, business model, target player, genre, and the one mechanic or fantasy that must survive production.
   - Separate MVP, v1 commercial requirements, and post-launch/live-ops scope.
2. Build the commercial plan before broad implementation.
   - Draft a markdown plan with sections for core loop, architecture, bootstrap, persistence, data pipeline, economy, monetization, retention, asset/audio pipeline, analytics/remote config, Unity MCP verification, and risks.
   - Validate the plan with `node <path-to-this-skill>/scripts/validate-commercial-plan.mjs <plan.md>`.
3. Read only the reference files needed for the current decision.
   - Architecture/bootstrap: `references/architecture-template.md`
   - Save, IAP, retention, analytics, stability: `references/commercial-systems.md`
   - CSV/JSON to ScriptableObject workflows: `references/data-pipeline.md`
   - Currency, reward curves, shop, idle rewards: `references/economy-design.md`
   - Art, UI assets, cutouts, audio, import checks: `references/asset-audio-pipeline.md`
4. Implement in verifiable phases.
   - Core loop and feel come before monetization.
   - Framework, bootstrap, save, content data, and economy are persistent code/assets.
   - Scene/prefab assembly and readback should use Funplay Unity MCP when available.
5. Report evidence honestly.
   - Distinguish static file edits, compilation, Play Mode behavior, screenshots, device/store checks, SDK checks, and manual art/audio review.
   - Never claim IAP, attribution, push notifications, privacy prompts, remote config, or store compliance as verified unless the relevant SDK/device/store path was actually tested.

## Commercial Readiness Gates

A plan is not commercial-ready until it covers:

- Core loop and first-session fun.
- Unity architecture and deterministic bootstrap order.
- Save/persistence for player-facing state.
- Data-driven content and tuning pipeline.
- Economy, currency, rewards, shop, and IAP shape.
- Retention and meta-progression loops.
- Asset, UI, juice, and audio production route.
- Analytics, attribution fields, and remote config hooks.
- Unity MCP compile/Play Mode/screenshot/readback verification.
- Risks, non-goals, and manual validation still required.

## Phase Order

1. **Prototype-to-pillar**: identify the single fun loop and remove ideas that dilute it.
2. **Framework and bootstrap**: establish project structure, init order, event bus, storage, and panel/navigation shell.
3. **Core gameplay vertical slice**: implement one polished loop and verify it in Play Mode.
4. **Persistence**: make player-facing values observable and saved from day one.
5. **Data pipeline**: move levels, shop, rewards, curves, chapters, and balance values out of hardcoded logic.
6. **Economy and shop**: design currency sinks/sources, product catalog, reward curves, and safe IAP grant flow.
7. **Retention/meta**: add daily login, streaks, offline rewards, meta progression, and return reasons only after the core loop works.
8. **Polish layer**: add UI transitions, particles, haptics, SFX, BGM, and visual hierarchy.
9. **Ops and platform readiness**: analytics, remote config, privacy, store flow, device checks, crash and asset-failure handling.

## Validation Script

Run the bundled validator against the plan file before implementation:

```bash
node <path-to-this-skill>/scripts/validate-commercial-plan.mjs docs/commercial-plan.md
```

The script checks whether the plan covers the required commercial gates. Passing the script does not prove the game is good or shippable; it proves the plan has the minimum production surface area for an agent to execute and verify.

From FunplayAI/funplay-skill, MIT.

More from FunplayAI/funplay-skill

Signals

Stars
10
Forks
2
Open issues
0
Last commit (this folder)
Jun 15, 2026 (4 months ago)
Last release
May 22, 2026 (5 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

commercial-unity-game skill. Agent Mart. https://agentmart.dev/skills/funplayai-commercial-unity-game (last updated 2026-10-24)