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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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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.
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