When this skill is invoked: ## Codex Runtime Notes Use the current working directory as the target game project unless the user explicitly names another path. Apply project guidance from `AGENTS.md`, and use this plugin's bundled reference baselines from `../../references/engine-reference/` when creating target-project `docs/engine-reference//` files. Codex structured input requirements: - Use `request_user_input` for important constrained choices. - If `request_user_input` is not available in the current mode, ask the same short questions conversationally and wait for the user's reply. - Ask 1-3 short questions per call. - Each question must have `header` (12 or fewer characters), `id` in snake_case, a one-sentence `question`, and 2-3 mutually exclusive options. - Each option must have a 1-5 word `label` and one short `description`. - Put the recommended option first and suffix its label with `(Recommended)`. - Do not add an explicit Other option; the Codex app supplies the free-form path. - For open-ended values such as exact game descriptions or custom constraints, ask conversationally instead of forcing a multiple-choice form. Target-project files: - Root project guidance: `AGENTS.md`. - Technical preferences: `docs/technical-preferences.md`. - Engine reference docs: `docs/engine-reference//...`. - Use normal path references in `AGENTS.md`. ## 1. Parse Arguments Five modes: - **Full spec**: `$setup-engine godot 4.6` — engine and version provided - **Engine only**: `$setup-engine unity` — engine provided, version will be looked up - **No args**: `$setup-engine` — fully guided mode (engine recommendation + version) - **Refresh**: `$setup-engine refresh` — update reference docs (see Section 10) - **Upgrade**: `$setup-engine upgrade [old-version] [new-version]` — upgrade to a new engine version (see Section 11) ### Utility Skill Boundary `$setup-engine` is a technical utility skill. It has no director gates and must not invoke director agents. The workflow is complete when the requested project configuration files are written or refreshed and the user has approved the changes. ### Existing Configuration Check Before selecting an engine, read `docs/technical-preferences.md` if it exists. If the file already has non-placeholder values for Engine, Language, Naming Conventions, Performance Budgets, and Engine Specialists: 1. Report the current configuration, e.g. "Engine already configured as Godot 4.x + GDScript." 2. If the user provided an engine/version argument, continue with the requested reconfiguration path. 3. If no argument was provided, offer reconfiguration options: - `Reconfigure all` - `Engine/language only` - `Specific section only` 4. If the user chooses a specific section, ask which section: - `Naming` - `Specialists` - `Performance` 5. Only update the selected section. Preserve all unrelated fields exactly. 6. Present the focused draft and ask: "May I write these changes to `docs/technical-preferences.md`?" --- ## 2. Guided Mode (No Arguments) If no engine is specified, run an interactive engine selection process: ### Check for existing game concept - Read `design/gdd/game-concept.md` if it exists — extract genre, scope, platform targets, art style, team size, and any engine recommendation from `$brainstorm` - If no concept exists, inform the user: > "No game concept found. Consider running `$brainstorm` first to discover what > you want to build — it will also recommend an engine. Or tell me about your > game and I can help you pick." ### If the user wants to pick without a concept, ask in this order: **Question 1 — Prior experience** (ask this first, always, via Codex `request_user_input`): - Prompt: "Have you worked in any of these engines before?" - Because Codex choice inputs support 2-3 options per question, split this into one or two questions: - First ask `I know one engine` / `I know several` / `No prior engine experience`. - If they know one engine, ask which: `Godot` / `Unity` / `Unreal Engine 5`. - If they pick a specific engine → recommend that engine. Prior experience outweighs all other factors. Confirm with them and skip the matrix. - If "None" or "Multiple" → continue to the questions below. **Questions 2-6 — Decision matrix inputs** (only if no prior engine experience): **Question 2 — Target platform** (ask this second, always, via Codex `request_user_input` — platform eliminates or heavily weights engines before any other factor): - Prompt: "What platforms are you targeting for this game?" - Split into 2-3 options per call when needed. For example, ask: `PC or console` / `Mobile` / `Web or mixed`, then ask a follow-up if the answer needs more precision. - Platform rules that feed directly into the recommendation: - Mobile → Unity strongly preferred; Unreal is a poor fit; Godot is viable for simple mobile - Console → Unity or Unreal; Godot console support requires third-party publishers or significant extra work - Web → Godot exports cleanly to web; Unity WebGL is functional; Unreal has poor web support - PC only → all engines viable; other factors decide - Multiple → Unity is the most portable across PC/mobile/console 1. **What kind of game?** (2D, 3D, or both?) 2. **Primary input method?** (keyboard/mouse, gamepad, touch, or mixed?) 3. **Team size and experience?** (solo beginner, solo experienced, small team?) 4. **Any strong language preferences?** (GDScript, C#, C++, visual scripting?) 5. **Budget for engine licensing?** (free only, or commercial licenses OK?) ### Produce a recommendation Do NOT use a simple scoring matrix that eliminates engines. Instead, reason through the user's profile against the honest tradeoffs below, then present 1-2 recommendations with full context. Always end with the user choosing — never force a verdict. **Engine honest tradeoffs:** **Godot 4** - Genuine strengths: 2D (best in class), stylized/indie 3D, rapid iteration, free forever (MIT), open source, gentlest learning curve, best for solo devs who want full control - Real limitations: 3D ecosystem is thin compared to Unity/Unreal (fewer tutorials, assets, community answers for 3D-specific problems); large open-world 3D is very hard and largely untested in Godot; console export requires third-party publishers or significant extra work; smaller professional job market - Licensing reality: Truly free with no revenue thresholds ever. MIT license means you own everything. - Best fit: 2D games of any scope; stylized/atmospheric 3D; contained 3D worlds (not open-world); first game projects where learning curve matters; projects where budget is a hard constraint at any scale **Unity** - Genuine strengths: Industry standard for mid-scope 3D and mobile; massive asset store and tutorial ecosystem; C# is a professional language; best console certification support for indie; strong community for almost every genre - Real limitations: Licensing controversy in 2023 damaged trust (runtime fee was proposed then walked back — the risk of policy changes remains real); C# has a steeper initial curve than GDScript; heavier editor than Godot for simple projects - Licensing reality: Free under $200K revenue AND 200K installs (Unity Personal/Plus). Only becomes costly if the game is genuinely successful — most indie games never hit this threshold. The 2023 controversy is worth knowing about but the actual current terms are reasonable for most indie developers. - Best fit: Mobile games; mid-scope 3D; games targeting console; developers with C# background; projects needing large asset store; teams of 2-5 **Unreal Engine 5** - Genuine strengths: Best-in-class 3D visuals (Lumen, Nanite, Chaos physics); industry standard for AAA and photorealistic 3D; large open-world support is mature and production-tested; Blueprint visual scripting lowers C++ barrier; strong for games targeting high-end PC or console - Real limitations: Steepest learning curve; heaviest editor (slow compile times, large project sizes); overkill for stylized/2D/small-scope games; C++ is genuinely hard; not suitable for mobile or web; 5% royalty past $1M gross revenue - Licensing reality: 5% royalty only applies AFTER $1M gross revenue per title. For a first game or any game that doesn't reach $1M, it costs nothing. This threshold is high enough that most indie developers will never pay it. - Best fit: AAA-quality 3D; large open-world games; photorealistic visuals; developers with C++ experience or willing to use Blueprint; games targeting high-end PC/console where visual fidelity is a core selling point **Genre-specific guidance** (factor this into the recommendation): - 2D any style → Godot strongly preferred - 3D stylized / atmospheric / contained world → Godot viable, Unity solid alternative - 3D open world (large, seamless) → Unity or Unreal; Godot is not production-proven for this - 3D photorealistic / AAA-quality → Unreal - Mobile-first → Unity strongly preferred - Console-first → Unity or Unreal; Godot console support requires extra work - Horror / narrative / walking sim → any engine; match to art style and team experience - Action RPG / Soulslike → Unity or Unreal for 3D; community support and assets matter here - Platformer 2D → Godot - Strategy / top-down / RTS → Godot or Unity depending on 2D vs 3D **Recommendation format:** 1. Show a comparison table with the user's specific factors as rows 2. Give a primary recommendation with honest reasoning 3. Name the best alternative and when to choose it instead 4. Explicitly state: "This is a starting point, not a verdict — you can always switch engines between projects." 5. Use Codex `request_user_input` to confirm: "Does this recommendation feel right, or would you like to explore a different engine?" - Keep the first call to 2-3 options, e.g. `[Primary engine] (Recommended)` / `[Alternative engine]` / `Explore further`. - If the user wants the third engine or a custom route, handle that as a follow-up conversationally. **If the user picks "Explore further":** Use Codex `request_user_input` with concept-specific deep-dive topics. Always generate these options from the user's actual concept — do not use generic options. Split topics across multiple calls if more than three options are useful. Always include at minimum: - The primary engine's specific limitations for this concept (e.g., "How far can Godot 3D actually go for [genre]?") - The alternative engine's specific tradeoffs for this concept - Language choice impact on this concept's technical challenges - Any concept-specific technical concern (e.g., adaptive audio, open-world streaming, multiplayer netcode) The user can select multiple topics. Answer each selected topic in depth before returning to the engine confirmation question. --- ## 3. Look Up Current Version Once the engine is chosen: - If version was provided, use it - If no version provided, use official web search to find the latest stable release: - Search: `"[engine] latest stable version [current year]"` - Confirm with the user: "The latest stable [engine] is [version]. Use this?" --- ## 4. Update AGENTS.md Technology Stack ### Language Selection (Godot only) If Godot was chosen, ask the user which language to use **before** showing the proposed Technology Stack: > "Godot supports two primary languages: > > **A) GDScript** — Python-like, Godot-native, fastest iteration. Best for beginners, solo devs, and teams coming from Python or Lua. > **B) C#** — .NET 8+, familiar to Unity developers, stronger IDE tooling (Rider / Visual Studio), slight performance advantage on heavy logic. > **C) Both** — GDScript for gameplay/UI scripting, C# for performance-critical systems. Advanced setup — requires .NET SDK alongside Godot. > > Which will this project primarily use?" Record the choice. It determines the AGENTS.md template, naming conventions, and specialist routing used by later workflows. --- Read the target project root `AGENTS.md` and show the user the proposed Technology Stack changes. Ask: "May I write these engine settings to `AGENTS.md`?" Wait for confirmation before making any edits. Update the Technology Stack section, replacing the `[CHOOSE]` placeholders with the actual values: **For Godot** — use the template matching the language chosen above. See **Appendix A** at the bottom of this skill for all three variants (GDScript, C#, Both). **For Unity:** ```markdown - **Engine**: Unity [version] - **Language**: C# - **Build System**: Unity Build Pipeline - **Asset Pipeline**: Unity Asset Import Pipeline + Addressables ``` **For Unreal:** ```markdown - **Engine**: Unreal Engine [version] - **Language**: C++ (primary), Blueprint (gameplay prototyping) - **Build System**: Unreal Build Tool (UBT) - **Asset Pipeline**: Unreal Content Pipeline ``` If the user prefers Blueprint-first development, use: ```markdown - **Engine**: Unreal Engine [version] - **Language**: Blueprint (primary), C++ (native systems as needed) - **Build System**: Unreal Build Tool (UBT) - **Asset Pipeline**: Unreal Content Pipeline ``` --- ## 5. Populate Technical Preferences After updating AGENTS.md, create or update `docs/technical-preferences.md` with engine-appropriate defaults. Read the existing template first, then fill in: ### Engine & Language Section - Fill from the engine choice made in step 4. - Also populate Rendering and Physics with engine-appropriate defaults: | Engine | Rendering | Physics | |--------|-----------|---------| | Godot | Forward+ unless the target hardware requires Compatibility | GodotPhysics 2D/3D | | Unity | Universal Render Pipeline (URP) unless the project already uses another pipeline | PhysX 3D + Unity 2D Physics | | Unreal | Lumen/Nanite-capable deferred renderer when target hardware supports it | Chaos Physics | ### Naming Conventions (engine defaults) **For Godot** — see **Appendix A** for GDScript, C#, and Both variants. **For Unity (C#):** - Classes: PascalCase (e.g., `PlayerController`) - Public fields/properties: PascalCase (e.g., `MoveSpeed`) - Private fields: _camelCase (e.g., `_moveSpeed`) - Methods: PascalCase (e.g., `TakeDamage()`) - Files: PascalCase matching class (e.g., `PlayerController.cs`) - Constants: PascalCase or UPPER_SNAKE_CASE **For Unreal (C++):** - Classes: Prefixed PascalCase (`A` for Actor, `U` for UObject, `F` for struct) - Variables: PascalCase (e.g., `MoveSpeed`) - Functions: PascalCase (e.g., `TakeDamage()`) - Booleans: `b` prefix (e.g., `bIsAlive`) - Files: Match class without prefix (e.g., `PlayerController.h`) ### Input & Platform Section Populate `## Input & Platform` using the answers gathered in Section 2 (or extracted from the game concept). Derive the values using this mapping: | Platform target | Gamepad Support | Touch Support | |-----------------|-----------------|---------------| | PC only | Partial (recommended) | None | | Console | Full | None | | Mobile | None | Full | | PC + Console | Full | None | | PC + Mobile | Partial | Full | | Web | Partial | Partial | For **Primary Input**, use the dominant input for the game genre: - Action/RPG/platformer targeting console → Gamepad - Strategy/point-and-click/RTS → Keyboard/Mouse - Mobile game → Touch - Cross-platform → ask the user Present the derived values and ask the user to confirm or adjust before writing. Example filled section: ```markdown ## Input & Platform - **Target Platforms**: PC, Console - **Input Methods**: Keyboard/Mouse, Gamepad - **Primary Input**: Gamepad - **Gamepad Support**: Full - **Touch Support**: None - **Platform Notes**: All UI must support d-pad navigation. No hover-only interactions. ``` ### Remaining Sections - **Performance Budgets**: Use Codex `request_user_input`: - Prompt: "Should I set default performance budgets now, or leave them for later?" - Options: `[A] Set defaults now (60fps, 16.6ms frame budget, engine-appropriate draw call limit)` / `[B] Leave as [TO BE CONFIGURED] — I'll set these when I know my target hardware` - If [A]: populate with the suggested defaults. If [B]: leave as placeholder. - **Testing**: Suggest engine-appropriate framework (GUT for Godot, NUnit for Unity, etc.) — ask before adding. - **Forbidden Patterns**: Leave as placeholder — do NOT pre-populate. - **Allowed Libraries**: Leave as placeholder — do NOT pre-populate dependencies the project does not currently need. Only add a library here when it is actively being integrated, not speculatively. > **Guardrail**: Never add speculative dependencies to Allowed Libraries. For example, do NOT add GodotSteam unless Steam integration is actively beginning in this session. Post-launch integrations should be added to Allowed Libraries when that work begins, not during engine setup. ### Engine Specialists Routing Also populate the `## Engine Specialists` section in `technical-preferences.md` with the correct routing for the chosen engine: **For Godot** — see **Appendix A** for the routing table matching the language chosen. **For Unity:** ```markdown ## Engine Specialists - **Primary**: unity-specialist - **Language/Code Specialist**: unity-specialist (C# review — primary covers it) - **Shader Specialist**: unity-shader-specialist (Shader Graph, HLSL, URP/HDRP materials) - **UI Specialist**: unity-ui-specialist (UI Toolkit UXML/USS, UGUI Canvas, runtime UI) - **Additional Specialists**: unity-dots-specialist (ECS, Jobs system, Burst compiler), unity-addressables-specialist (asset loading, memory management, content catalogs) - **Routing Notes**: Invoke primary for architecture and general C# code review. Invoke DOTS specialist for any ECS/Jobs/Burst code. Invoke shader specialist for rendering and visual effects. Invoke UI specialist for all interface implementation. Invoke Addressables specialist for asset management systems. ### File Extension Routing | File Extension / Type | Specialist to Spawn | |-----------------------|---------------------| | Game code (.cs files) | unity-specialist | | Shader / material files (.shader, .shadergraph, .mat) | unity-shader-specialist | | UI / screen files (.uxml, .uss, Canvas prefabs) | unity-ui-specialist | | Scene / prefab / level files (.unity, .prefab) | unity-specialist | | Project config (.asmdef, Packages/manifest.json) | unity-specialist | | Native extension / plugin files (.dll, native plugins) | unity-specialist | | General architecture review | unity-specialist | ``` **For Unreal:** ```markdown ## Engine Specialists - **Primary**: unreal-specialist - **Language/Code Specialist**: ue-blueprint-specialist (Blueprint graphs) or unreal-specialist (C++) - **Shader Specialist**: unreal-specialist (no dedicated shader specialist — primary covers materials) - **UI Specialist**: ue-umg-specialist (UMG widgets, CommonUI, input routing, widget styling) - **Additional Specialists**: ue-gas-specialist (Gameplay Ability System, attributes, gameplay effects), ue-replication-specialist (property replication, RPCs, client prediction, netcode) - **Routing Notes**: Invoke primary for C++ architecture and broad engine decisions. Invoke Blueprint specialist for Blueprint graph architecture and BP/C++ boundary design. Invoke GAS specialist for all ability and attribute code. Invoke replication specialist for any multiplayer or networked systems. Invoke UMG specialist for all UI implementation. ### File Extension Routing | File Extension / Type | Specialist to Spawn | |-----------------------|---------------------| | Game code (.cpp, .h files) | unreal-specialist | | Shader / material files (.usf, .ush, Material assets) | unreal-specialist | | UI / screen files (.umg, UMG Widget Blueprints) | ue-umg-specialist | | Scene / prefab / level files (.umap, .uasset) | unreal-specialist | | Native extension / plugin files (Plugin .uplugin, modules) | unreal-specialist | | Blueprint graphs (.uasset BP classes) | ue-blueprint-specialist | | General architecture review | unreal-specialist | ``` ### Collaborative Step Present the filled-in preferences to the user. Include Engine & Language, Input & Platform, Naming Conventions, Performance Budgets, Testing, and Engine Specialists. For Godot, include the chosen language and note where the full naming conventions and routing tables live: > "Here are the default technical preferences for [engine] ([language if Godot]). The naming conventions and specialist routing are in Appendix A of this skill — I'll apply the [GDScript/C#/Both] variant. Want to customize any of these, or shall I save the defaults?" For all other engines, present the defaults directly without referencing the appendix. Before writing, ask exactly: > "May I write these changes to `docs/technical-preferences.md`?" Wait for approval before writing the file. After writing, report `Verdict: COMPLETE`. --- ## 6. Determine Knowledge Gap Check whether the engine version is likely beyond the LLM's training data. **Known approximate coverage** (update this as models change): - LLM knowledge cutoff: **May 2025** - Godot: training data likely covers up to ~4.3 - Unity: training data likely covers up to ~2023.x / early 6000.x - Unreal: training data likely covers up to ~5.3 / early 5.4 Compare the user's chosen version against these baselines: - **Within training data** → `LOW RISK` — reference docs optional but recommended - **Near the edge** → `MEDIUM RISK` — reference docs recommended - **Beyond training data** → `HIGH RISK` — reference docs required Inform the user which category they're in and why. --- ## 7. Populate Engine Reference Docs ### If WITHIN training data (LOW RISK): Create a minimal `docs/engine-reference//VERSION.md`: ```markdown # [Engine] — Version Reference | Field | Value | |-------|-------| | **Engine Version** | [version] | | **Project Pinned** | [today's date] | | **LLM Knowledge Cutoff** | May 2025 | | **Risk Level** | LOW — version is within LLM training data | ## Note This engine version is within the LLM's training data. Engine reference docs are optional but can be added later if agents suggest incorrect APIs. Run `$setup-engine refresh` to populate full reference docs at any time. ``` Do NOT create breaking-changes.md, deprecated-apis.md, etc. — they would add context cost with minimal value. ### If BEYOND training data (MEDIUM or HIGH RISK): Create the full reference doc set by searching the web: 1. **Search for the official upgrade guide**: - `"[engine] [old version] to [new version] upgrade guide"` - `"[engine] [version] breaking changes"` - `"[engine] [version] changelog"` - `"[engine] [version] deprecated API"` 2. **Fetch and extract** from official documentation: - Breaking changes between each version from the training cutoff to current - Deprecated APIs with replacements - New features and best practices Ask: "May I create the engine reference docs under `docs/engine-reference//`?" Wait for confirmation before writing any files. 3. **Create the full reference directory**: ``` docs/engine-reference// ├── VERSION.md # Version pin + knowledge gap analysis ├── breaking-changes.md # Version-by-version breaking changes ├── deprecated-apis.md # "Don't use X → Use Y" tables ├── current-best-practices.md # New practices since training cutoff └── modules/ # Per-subsystem references (create as needed) ``` 4. **Populate each file** using real data from the web searches, following the format established in existing reference docs. Every file must have a "Last verified: [date]" header. 5. **For module files**: Only create modules for subsystems where significant changes occurred. Don't create empty or minimal module files. --- ## 8. Update AGENTS.md Engine Version Reference Ask: "May I update the Engine Version Reference section in `AGENTS.md` to point to the new engine reference?" Wait for confirmation, then update or create the `## Engine Version Reference` section with a normal Codex-readable path reference. ```markdown ## Engine Version Reference Primary pinned engine/version reference: docs/engine-reference//VERSION.md ``` If the previous import pointed to a different engine (e.g., switching from Godot to Unity), update it. --- ## 9. Verify Agent Routing Do not edit plugin runtime agents during a target-project `$setup-engine` run. The Codex plugin already bundles engine specialist TOML agents with Version Awareness instructions. Instead, verify that the target project has the relevant specialists installed under `.codex/agents/`. If the target project is missing them, run the plugin runtime installer from the plugin root: ```bash python3 scripts/install_codex_runtime.py ``` Then ensure `docs/technical-preferences.md` contains the routing table for the chosen engine, because later workflows use that file to decide which specialist is appropriate. Every bundled engine specialist includes Version Awareness instructions and should already know to: 1. Read `docs/engine-reference//VERSION.md` 2. Check deprecated APIs before suggesting code 3. Check breaking changes for relevant version transitions 4. Verify uncertain APIs against official engine documentation --- ## 10. Refresh Subcommand If invoked as `$setup-engine refresh`: 1. Read the existing `docs/engine-reference//VERSION.md` to get the current engine and version 2. Use official web search to check for: - New engine releases since last verification - Updated upgrade guides - Newly deprecated APIs 3. Update all reference docs with new findings 4. Update "Last verified" dates on all modified files 5. Report what changed --- ## 11. Upgrade Subcommand If invoked as `$setup-engine upgrade [old-version] [new-version]`: ### Step 1 — Read Current Version State Read `docs/engine-reference//VERSION.md` to confirm the current pinned version, risk level, and any upgrade note URLs already recorded. If `old-version` was not provided as an argument, use the pinned version from this file. ### Step 2 — Fetch Migration Guide Use official web search and official web fetch to locate the official upgrade guide between `old-version` and `new-version`: - Search: `"[engine] [old-version] to [new-version] upgrade guide"` - Search: `"[engine] [new-version] breaking changes changelog"` - Fetch the upgrade guide URL from VERSION.md if one is already recorded, or use the URL found via search. Extract: renamed APIs, removed APIs, changed defaults, behavior changes, and any "must update" items. ### Step 3 — Pre-Upgrade Audit Scan `src/` for code that uses APIs known to be deprecated or changed in the target version: - Use `rg` to search for deprecated API names extracted from the upgrade guide (e.g., old function names, removed node types, changed property names) - List each file that matches, with the specific API reference found Present the audit results as a table: ``` Pre-Upgrade Audit: [engine] [old-version] → [new-version] ========================================================== Files requiring changes: File | Deprecated API Found | Effort --------------------------------- | -------------------------- | ------ src/gameplay/player_movement.gd | old_api_name | Low src/ui/hud.gd | removed_node_type | Medium Breaking changes to watch for: - [change description from upgrade guide] - [change description from upgrade guide] Recommended upgrade order (dependency-sorted): 1. [system/layer with fewest dependencies first] 2. [next system] ... ``` If no deprecated APIs are found in `src/`, report: "No deprecated API usage found in src/ — upgrade may be low-risk." ### Step 4 — Confirm Before Updating Ask the user before making any changes: > "Pre-upgrade audit complete. Found [N] files using deprecated APIs. > Proceed with upgrading VERSION.md to [new-version]? > (This will update the pinned version and add upgrade notes — it does NOT > change any source files. Source code changes are handled separately.)" Wait for explicit confirmation before continuing. ### Step 5 — Update VERSION.md After confirmation: 1. Update `docs/engine-reference//VERSION.md`: - `Engine Version` → `[new-version]` - `Project Pinned` → today's date - `Last Docs Verified` → today's date - Re-evaluate and update the `Risk Level` and `Post-Cutoff Version Timeline` table if the new version falls beyond the LLM knowledge cutoff - Add a `## Migration Notes — [old-version] → [new-version]` section containing: upgrade guide URL, key breaking changes, deprecated APIs found in this project, and recommended upgrade order from the audit 2. If `breaking-changes.md` or `deprecated-apis.md` exist in the engine reference directory, append the new version's changes to those files. ### Step 6 — Post-Upgrade Reminder After updating VERSION.md, output: ``` VERSION.md updated: [engine] [old-version] → [new-version] Next steps: 1. Migrate deprecated API usages in the [N] files listed above 2. Run $setup-engine refresh after upgrading the actual engine binary to verify no new deprecations were missed 3. Review any existing architecture notes or ADRs manually, because the engine upgrade may invalidate references to specific APIs or engine capabilities. ``` --- ## 12. Output Summary After setup is complete, output: ``` Engine Setup Complete ===================== Engine: [name] [version] Language: [GDScript | C# | GDScript + C# | C# | C++ + Blueprint] Knowledge Risk: [LOW/MEDIUM/HIGH] Reference Docs: [created/skipped] AGENTS.md: [updated] Tech Prefs: [created/updated] Agent Config: [verified] Next Steps: 1. Review docs/engine-reference//VERSION.md 2. Review docs/technical-preferences.md and adjust any defaults that do not fit 3. If no concept exists yet, run $brainstorm to discover your game concept ``` --- Verdict: **COMPLETE** — engine configured and reference docs populated. ## Guardrails - NEVER guess an engine version — always verify via official web search or user confirmation - NEVER overwrite existing reference docs without asking — append or update - If reference docs already exist for a different engine, ask before replacing - Always show the user what you're about to change before making AGENTS.md edits - If official web search returns ambiguous results, show the user and let them decide - When the user chose **GDScript**: copy the GDScript AGENTS.md template from Appendix A1 exactly. NEVER add "C++ via GDExtension" to the Language field. GDScript projects may use GDExtension, but it is not a primary project language. The `godot-gdextension-specialist` in the routing table is available for when native extensions are needed — it does not make C++ a project language. --- ## Appendix A — Godot Language Configuration All Godot-specific variants for language-dependent configuration. Referenced from Sections 4 and 5 — only relevant when Godot is the chosen engine. Use the subsection matching the language chosen in Section 4. --- ### A1. AGENTS.md Technology Stack Templates **GDScript:** ```markdown - **Engine**: Godot [version] - **Language**: GDScript - **Build System**: SCons (engine), Godot Export Templates - **Asset Pipeline**: Godot Import System + custom resource pipeline ``` > **Guardrail**: When using this GDScript template, write the Language field as exactly "`GDScript`" — no additions. Do NOT append "C++ via GDExtension" or any other language. The C# template below includes GDExtension because C# projects commonly wrap native code; GDScript projects do not. **C#:** ```markdown - **Engine**: Godot [version] - **Language**: C# (.NET 8+, primary), C++ via GDExtension (native plugins only) - **Build System**: .NET SDK + Godot Export Templates - **Asset Pipeline**: Godot Import System + custom resource pipeline ``` **Both — GDScript + C#:** ```markdown - **Engine**: Godot [version] - **Language**: GDScript (gameplay/UI scripting), C# (performance-critical systems), C++ via GDExtension (native only) - **Build System**: .NET SDK + Godot Export Templates - **Asset Pipeline**: Godot Import System + custom resource pipeline ``` --- ### A2. Naming Conventions **GDScript:** - Classes: PascalCase (e.g., `PlayerController`) - Variables/functions: snake_case (e.g., `move_speed`) - Signals: snake_case past tense (e.g., `health_changed`) - Files: snake_case matching class (e.g., `player_controller.gd`) - Scenes: PascalCase matching root node (e.g., `PlayerController.tscn`) - Constants: UPPER_SNAKE_CASE (e.g., `MAX_HEALTH`) **C#:** - Classes: PascalCase (`PlayerController`) — must also be `partial` - Public properties/fields: PascalCase (`MoveSpeed`, `JumpVelocity`) - Private fields: `_camelCase` (`_currentHealth`, `_isGrounded`) - Methods: PascalCase (`TakeDamage()`, `GetCurrentHealth()`) - Signal delegates: PascalCase + `EventHandler` suffix (`HealthChangedEventHandler`) - Files: PascalCase matching class (`PlayerController.cs`) - Scenes: PascalCase matching root node (`PlayerController.tscn`) - Constants: PascalCase (`MaxHealth`, `DefaultMoveSpeed`) **Both — GDScript + C#:** Use GDScript conventions for `.gd` files and C# conventions for `.cs` files. Mixed-language files do not exist — the boundary is per-file. When in doubt about which language a new system should use, ask the user and record the decision in `technical-preferences.md`. --- ### A3. Engine Specialists Routing **GDScript:** ```markdown ## Engine Specialists - **Primary**: godot-specialist - **Language/Code Specialist**: godot-gdscript-specialist (all .gd files) - **Shader Specialist**: godot-shader-specialist (.gdshader files, VisualShader resources) - **UI Specialist**: godot-specialist (no dedicated UI specialist — primary covers all UI) - **Additional Specialists**: godot-gdextension-specialist (GDExtension / native C++ bindings only) - **Routing Notes**: Invoke primary for architecture decisions, ADR validation, and cross-cutting code review. Invoke GDScript specialist for code quality, signal architecture, static typing enforcement, and GDScript idioms. Invoke shader specialist for material design and shader code. Invoke GDExtension specialist only when native extensions are involved. ### File Extension Routing | File Extension / Type | Specialist to Spawn | |-----------------------|---------------------| | Game code (.gd files) | godot-gdscript-specialist | | Shader / material files (.gdshader, VisualShader) | godot-shader-specialist | | UI / screen files (Control nodes, CanvasLayer) | godot-specialist | | Scene / prefab / level files (.tscn, .tres) | godot-specialist | | Native extension / plugin files (.gdextension, C++) | godot-gdextension-specialist | | General architecture review | godot-specialist | ``` **C#:** ```markdown ## Engine Specialists - **Primary**: godot-specialist - **Language/Code Specialist**: godot-csharp-specialist (all .cs files) - **Shader Specialist**: godot-shader-specialist (.gdshader files, VisualShader resources) - **UI Specialist**: godot-specialist (no dedicated UI specialist — primary covers all UI) - **Additional Specialists**: godot-gdextension-specialist (GDExtension / native C++ bindings only) - **Routing Notes**: Invoke primary for architecture decisions, ADR validation, and cross-cutting code review. Invoke C# specialist for code quality, [Signal] delegate patterns, [Export] attributes, .csproj management, and C#-specific Godot idioms. Invoke shader specialist for material design and shader code. Invoke GDExtension specialist only when native C++ plugins are involved. ### File Extension Routing | File Extension / Type | Specialist to Spawn | |-----------------------|---------------------| | Game code (.cs files) | godot-csharp-specialist | | Shader / material files (.gdshader, VisualShader) | godot-shader-specialist | | UI / screen files (Control nodes, CanvasLayer) | godot-specialist | | Scene / prefab / level files (.tscn, .tres) | godot-specialist | | Project config (.csproj, NuGet) | godot-csharp-specialist | | Native extension / plugin files (.gdextension, C++) | godot-gdextension-specialist | | General architecture review | godot-specialist | ``` **Both — GDScript + C#:** ```markdown ## Engine Specialists - **Primary**: godot-specialist - **GDScript Specialist**: godot-gdscript-specialist (.gd files — gameplay/UI scripts) - **C# Specialist**: godot-csharp-specialist (.cs files — performance-critical systems) - **Shader Specialist**: godot-shader-specialist (.gdshader files, VisualShader resources) - **UI Specialist**: godot-specialist (no dedicated UI specialist — primary covers all UI) - **Additional Specialists**: godot-gdextension-specialist (GDExtension / native C++ bindings only) - **Routing Notes**: Invoke primary for cross-language architecture decisions and which systems belong in which language. Invoke GDScript specialist for .gd files. Invoke C# specialist for .cs files and .csproj management. Prefer signals over direct cross-language method calls at the boundary. ### File Extension Routing | File Extension / Type | Specialist to Spawn | |-----------------------|---------------------| | Game code (.gd files) | godot-gdscript-specialist | | Game code (.cs files) | godot-csharp-specialist | | Cross-language boundary decisions | godot-specialist | | Shader / material files (.gdshader, VisualShader) | godot-shader-specialist | | UI / screen files (Control nodes, CanvasLayer) | godot-specialist | | Scene / prefab / level files (.tscn, .tres) | godot-specialist | | Project config (.csproj, NuGet) | godot-csharp-specialist | | Native extension / plugin files (.gdextension, C++) | godot-gdextension-specialist | | General architecture review | godot-specialist | ```