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yes2sdk-integrate

Scaffolds a Yes2SDK integration into the current Unity, Defold or JavaScript/TypeScript project.

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-integrate

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About

Scaffolds a Yes2SDK integration into the current Unity, Defold or JavaScript/TypeScript project. Detects the engine, checks the install, then writes the init and ad loop with isSupported() guards.

Use cases: marketing

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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-integrate

What's inside

Skill name
yes2sdk-integrate
Description
Scaffolds a Yes2SDK integration into the current Unity, Defold or JavaScript/TypeScript project. Detects the engine, checks the install, then writes the init and ad loop with isSupported() guards.
License
MIT
Instructions
75 lines in SKILL.md · view on GitHub

Files (2)

  • SKILL.md
  • openai.yaml · agents/

SKILL.md (first lines)

# Scaffolding a Yes2SDK integration

Yes2SDK is one unified API that runs on every supported platform (poki,
crazygames, yandex, gamedistribution, youtube, jest). Write the integration once and guard
platform-specific features with `isSupported()` so unsupported features no-op
instead of breaking.

Target platform: the one the user named. Default to `poki` when none was named.

## Steps

1. Establish the engine and the install state by following the `$yes2sdk-install`
   skill, which holds the detection procedure and its preconditions. Do not ask the
   user which engine they are on. Ask only if detection cannot determine one:
   Defold (Lua, `yes2sdk.*`), Unity (C#, `Yes2SDK.Yes2SDK.*`), or
   JavaScript/TypeScript with Phaser, three.js or vanilla (`Yes2SDK.*` on
   `window.Yes2SDK`). Use the matching naming convention in all generated code.
2. **Stop here when the engine is `unity` or `defold` and the SDK is not
   installed.** Generated code would reference a namespace or module that does not
   resolve, so it cannot compile. Surface the install steps and write NO code
   referencing `Yes2SDK`, the `yes2sdk` module or `window.Yes2SDK`. Say the install
   is the blocker and offer to continue after it.

   On a `js` project the SDK itself is never installed: the dashboard injects
   `window.Yes2SDK` into the uploaded build. What the project needs is
   `@yes2games/js` (runtime helpers, types, the local-dev mock). When the report
   says it is missing, add it with the steps `$yes2sdk-install` returns, then
   continue. Never add an SDK `<script>` tag or copy the SDK into the project.
3. Call `yes2sdk:get_quickstart` for the target platform.
4. Call `yes2sdk:get_api_reference` for the `ads` and `lifecycle` modules to get
   exact method signatures. For `jest`, also call it for `iap`, `auth`, `data` and
   `referrals` as the quickstart needs them. On `js`, take the JavaScript examples
   from both; https://developer.yes2games.com/docs/javascript is the page to point
   the user at.
5. Generate the integration following the mandatory loop, in this order:
   - `initializeAsync()`: await it before any other SDK call.
   - `startGameAsync()`: call only when the game is loaded and interactable,
     never during a loading screen.
   - `game.gameplayStart()` when play begins.
   - `game.gameplayStop()` BEFORE showing any ad.
   - `ads.showInterstitial(...)` (or rewarded): pause/mute in `beforeAd`, restore
     in `afterAd`; for rewarded, grant the reward only in `adViewed`.
   - `game.gameplayStart()` to resume after the ad.
   - Wrap every optional-feature call (`auth`, `banners`, `friends`, and so on) in
     its `isSupported()` guard.
   - For `jest`, there are no ads: keep the loop above so the code stays portable,
     never gate progression on a rewarded ad, and add the Jest calls the
     quickstart's launch checklist lists (guest save, registration prompt for
     guests only, notification sequence, purchase recovery, subscription check,
     `exitRequested` save). Image sharing works on Jest even though
     `context.isSupported()` is false, so do not gate it on that check.
   - On `js`, where the calls go:
     - Init and loading in the entry module (`src/main.ts` or equivalent), before
       the engine starts the game; `startGameAsync()` once the first scene is
       playable (Phaser: after preload, not in it).
     - Ads and pause/mute through `@yes2games/js` (its `ads` runtime or game
       lifecycle helper, or `@yes2games/js/phaser` and `@yes2games/js/three`)
       rather than `Yes2SDK.ads` directly.
     - The mock as a **dev-only** import, so it never reaches the build:
       `if (import.meta.env.DEV) (await import("@yes2games/js/mock")).installYes2SDKMock();`
       before the first SDK call. A no-bundler game loads `yes2sdk-mock.js` with a
       `<script>` tag instead.
     - `data-yes2-canvas` on the game's `<canvas>` (for an engine that creates its
       own canvas, set the attribute on it once created), and Vite `base: './'` so
       asset URLs stay relative.
6. After writing the code, if the user has a build (on `js`, one the
   `$yes2sdk-verify` skill can build with Vite), follow that skill for the target
   platform and report any
   FAILs and WARNs with fix hints. Otherwise say that verification runs once there
   is a build.

Do not call any platform SDK directly and do not invent SDK methods. Use only what
the quickstart and API reference document.

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