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Prune unverified skills
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.claude-plugin/plugin.json

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{
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"name": "funplay-skill",
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"version": "0.2.0",
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"version": "0.3.0",
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"description": "Game-development skills library for coding agents.",
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"repository": "https://github.com/FunplayAI/funplay-skill",
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"homepage": "https://github.com/FunplayAI/funplay-skill",

.cursor-plugin/plugin.json

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"name": "funplay-skill",
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"displayName": "FunPlay Skill",
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"description": "Game-development skills library for coding agents.",
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"version": "0.2.0",
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"version": "0.3.0",
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"author": {
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"name": "FunplayAI"
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},

.gitignore

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.DS_Store
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node_modules/
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.pnpm-store/
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dist/
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.turbo/
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.cache/
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.env
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.env.local
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coverage/
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tmp/
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temp/
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*.log
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.DS_Store
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.opencode/INSTALL.md

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```json
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{
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"plugin": ["funplay-skill@git+https://github.com/FunplayAI/funplay-skill.git#v0.2.0"]
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"plugin": ["funplay-skill@git+https://github.com/FunplayAI/funplay-skill.git#v0.3.0"]
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}
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```

CHANGELOG.md

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## [Unreleased]
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## [0.3.0] - 2026-05-21
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### Changed
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- Updated `unity-mcp-workflow` from the latest `FunplayAI/funplay-unity-mcp` default project skill guidance.
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- Tightened the skill validation policy so shipped skills must have tests/scripts, verified upstream provenance, or be a required meta-routing skill.
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### Removed
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- Removed unverified advisory skills and their command wrappers until they have a validation surface.
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## [0.2.0] - 2026-04-30
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### Added

README.md

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## What this repository is
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- A multi-agent skills library for game-development workflows
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- A verified multi-agent skills library for game-development workflows
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- A Claude Code / Cursor plugin with native skills, commands, and hooks
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- A Codex, OpenCode, and Gemini compatible repository with install guides
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- A collection of local asset-processing workflows under `skills/`
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- `skills/sprite-sheet`: split one sprite sheet into numbered frame images
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- `skills/normal-map`: generate a normal map from a diffuse texture
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- `skills/audio-format-convert`: convert audio between `wav`, `ogg`, and `mp3`
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- `skills/texture-atlas`: plan atlas packing, naming, and manifest output for UI or 2D art
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- `skills/ui-slicing-checklist`: review UI sprites for slicing, nine-patch, and export readiness
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- `skills/game-audio-polish`: review game audio assets for loudness, looping, and implementation readiness
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- `skills/using-funplay-skills`: onboarding and usage guidance for the library
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- `skills/gameplay-prototyping`: turn a rough game idea into a prototype-ready spec
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- `skills/level-design-review`: review flow, readability, and encounter pacing
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- `skills/unity-mcp-workflow`: use Funplay Unity MCP as the edit, compile, Play Mode, screenshot, and readback loop
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- `skills/unity-prefab-workflow`: safely edit Unity prefabs, scenes, and serialized assets
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- `skills/godot-scene-assembly`: structure Godot scenes and resources cleanly
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- `skills/cocos-component-workflow`: organize Cocos Creator prefabs, scripts, and assets
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- `hooks/`: session-start context injection
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- `commands/`: lightweight slash-command wrappers that route users to the right skill
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- `docs/skill-spec.md`: canonical skill authoring rules
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- `sprite-sheet`: `node skills/sprite-sheet/scripts/slice.mjs <image> <rows> <cols>`
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- `normal-map`: `node skills/normal-map/scripts/generate.mjs <image>`
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- `audio-format-convert`: `node skills/audio-format-convert/scripts/convert.mjs <input> <format>`
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- `texture-atlas`: ask the agent to plan how sprites should be grouped, padded, and named in an atlas
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- `ui-slicing-checklist`: ask the agent to review UI exports before engine import
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- `game-audio-polish`: ask the agent to review SFX or music for loudness, loop quality, and implementation concerns
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- `gameplay-prototyping`: ask the agent to turn a game idea into a shippable prototype plan
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- `level-design-review`: ask the agent to critique level goals, player guidance, and combat/readability loops
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- `unity-mcp-workflow`: use when a Unity project is connected to Funplay MCP and needs compile, Play Mode, screenshot, hierarchy, console, or prefab/scene readback verification
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- `unity-prefab-workflow`: use when touching Unity YAML assets, prefabs, or scenes
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- `godot-scene-assembly`: use when organizing Godot `.tscn`, nodes, and exported resources
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- `cocos-component-workflow`: use when editing Cocos Creator prefabs, components, and asset references
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## Commands
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- `/brainstorm-game`: route a rough idea into `gameplay-prototyping`
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- `/write-game-plan`: turn an approved concept into implementation tasks
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- `/review-level`: route a level layout or encounter review into `level-design-review`
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- `/engine-workflow`: choose the right engine-facing skill before editing project files
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- `/prototype-loop`: tighten a gameplay loop into a prototype slice
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- `/review-encounter`: critique a combat, puzzle, or traversal encounter
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- `/engine-safe-edit`: choose the safest engine-facing workflow before asset or scene edits
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`audio-format-convert` requires `ffmpeg` in `PATH`. The image skills require the `sharp` dependency installed from this repo.
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## Philosophy
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- Skills should be deterministic and easy for an agent to compose
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- Skills should be deterministic or backed by a verified upstream workflow
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- Metadata should tell the agent exactly when and how to use a skill
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- Local asset workflows are preferred over remote-service coupling in this repo
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- Pure advisory skills without tests, scripts, or upstream verification should stay out until they have a validation surface
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## Git remote
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commands/README.md

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This repository follows a skills-first approach similar to `superpowers`. Commands are thin wrappers that help users discover the right skill quickly.
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- `brainstorm-game.md`: start prototype discovery before implementation
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- `write-game-plan.md`: turn a validated game idea into a concrete task list
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- `review-level.md`: review pacing, readability, and player guidance
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- `engine-workflow.md`: choose the correct engine-facing skill, including Unity MCP when live editor verification is available
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- `prototype-loop.md`: tighten a core gameplay loop for the first playable
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- `review-encounter.md`: evaluate encounter pacing, readability, and pressure
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- `engine-safe-edit.md`: route file edits through the safest engine-specific workflow and validation loop
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Keep commands short. Put the actual workflow rules in `skills/`.

commands/brainstorm-game.md

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commands/engine-safe-edit.md

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1. Determine whether the project is Unity, Godot, or Cocos Creator.
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2. Route Unity projects connected to Funplay MCP to `unity-mcp-workflow` when live editor readback, compilation, Play Mode, screenshots, or console logs are needed.
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3. Route Unity serialized file-only work to `unity-prefab-workflow`, Godot work to `godot-scene-assembly`, and Cocos Creator work to `cocos-component-workflow`.
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3. For Unity without MCP, Godot, or Cocos Creator, say there is no verified FunPlay skill currently available and continue with normal cautious repository inspection.
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4. Ask the user to confirm high-risk editor-generated files before broad edits.
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5. End with a short verification checklist for the chosen engine.

commands/engine-workflow.md

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1. Ask which engine or project type is in scope if it is not already obvious.
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2. Use `unity-mcp-workflow` when a Unity project is connected to Funplay MCP and live editor verification is needed.
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3. Use `unity-prefab-workflow` for Unity scenes, prefabs, materials, and serialized assets when MCP is not the main loop.
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4. Use `godot-scene-assembly` for Godot scenes, nodes, resources, and exported properties.
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5. Use `cocos-component-workflow` for Cocos Creator prefabs, components, and asset references.
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3. For non-Unity-MCP engine work, say there is no verified FunPlay skill currently available and continue with normal project-specific inspection.

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