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yes2sdk-install

Adds Yes2SDK to a Unity, Defold or JavaScript/TypeScript (Phaser, three.js, vanilla) project and confirms it resolves.

Skill by yes2games

IndexedMIT
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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/yes2games-yes2sdk-install

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Adds Yes2SDK to a Unity, Defold or JavaScript/TypeScript (Phaser, three.js, vanilla) project and confirms it resolves. Use before writing Yes2SDK code, when onboarding a project, or when a Yes2SDK reference will not compile.

Use cases: writing

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

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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/yes2sdk-install

What's inside

Skill name
yes2sdk-install
Description
Adds Yes2SDK to a Unity, Defold or JavaScript/TypeScript (Phaser, three.js, vanilla) project and confirms it resolves. Use before writing Yes2SDK code, when onboarding a project, or when a Yes2SDK reference will not compile.
License
MIT
Instructions
59 lines in SKILL.md · view on GitHub

Files (2)

  • SKILL.md
  • openai.yaml · agents/

SKILL.md (first lines)

# Installing Yes2SDK

Install comes before code. `Yes2SDK` (Unity) and the `yes2sdk` module (Defold) do not
resolve until the package is added, so code written first does not compile and the
failure reads as a coding error. On JavaScript/TypeScript the package is different in
kind, see the first precondition.

## Routing order

1. `yes2sdk:detect_sdk` reports the engine and the install state. This replaces
   asking the user which engine they are on, and replaces guessing from the file
   tree.
2. `yes2sdk:get_install_instructions` for that engine, when an install is still
   required. The steps it returns are version-pinned; use them as returned rather
   than a remembered install procedure.

## Preconditions

- **On a JS project, what installs is `@yes2games/js`, never the SDK.** That package
  carries the runtime helpers, the `window.Yes2SDK` types and a local-dev mock, with
  `/phaser` and `/three` helpers. The SDK itself (`window.Yes2SDK`) is never added to
  the project or bundled: the dashboard injects it into the uploaded build. So a
  report that `@yes2games/js` is missing is the install path, and a step that adds an
  SDK `<script>` tag or file is wrong. Take the steps from
  `yes2sdk:get_install_instructions` with engine `js`. Read the report, not just the
  `installed` line.
- `yes2sdk:detect_sdk` takes exactly one of two input modes, and the wrong one is
  the most common way this fails. This plugin registers the **hosted** server, which
  has no disk access. Read the engine-marker files locally and pass them inline as
  `files` (repo-relative path to contents). `projectPath` there returns an error
  result, not a thin answer; pass it only when the user runs the server on their own
  machine.
- **Unity needs two markers, not one:** `Packages/manifest.json` *and* a
  `ProjectSettings/` file (`ProjectSettings/ProjectVersion.txt` will do). With only
  one, detection returns `Engine: unknown` and every downstream step is wrong.
  Defold needs `game.project`. JS needs `package.json`, plus the Vite config
  (`vite.config.*`) when there is one; the server reads Phaser, three.js and Vite off
  them, so pass them as they are.
- Read those markers from the project ROOT. Detection keys off root-level files;
  markers picked up from a subfolder identify the wrong engine or none.
- The engine passed to `yes2sdk:get_install_instructions` comes from
  `yes2sdk:detect_sdk`. Do not pass an engine the user merely mentioned in passing.
- Yes2SDK targets HTML5/WebGL only. On a non-web target the modules are no-op
  stubs, so an install that looks fine still produces no platform behaviour.

## Failure modes worth naming

- Detection reporting an engine but no install is the normal state on a fresh
  project. Treat it as the install path, not an error.
- A project that already has a platform SDK (Poki, CrazyGames, and so on) wired
  directly is not "already integrated". Yes2SDK replaces those direct calls, and
  leaving both wired double-fires ad and lifecycle events. On JS, a Yes2SDK or
  platform SDK `<script>` tag already in `index.html` belongs to the same cleanup.
- After installing, re-run `yes2sdk:detect_sdk` before generating code. An install
  that needs an editor step (Unity package import plus its WebGL template, Defold
  library fetch) is not complete when the manifest edit lands; a JS install is not
  complete until the package manager has run.

From yes2games/yes2sdk-codex-plugins, MIT.

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Last commit (this folder)
Oct 23, 2026 (7 days ago)
Last release
Oct 24, 2026 (6 days ago)

From GitHub (fetched Oct 24, 2026).

Details

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

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yes2sdk-install skill. Agent Mart. https://agentmart.dev/skills/yes2games-yes2sdk-install (last updated 2026-10-24)