This Skill is the sole process state, risk gate, scope, and evidence control plane for Unity projects. It is only responsible for reading and validating Work Items, Implementation Packages, and Evidence Manifests, and for advancing the control state when gates are satisfied; it does not start the Unity Editor, services, devices, or release processes.
Main closed loop
- Create or read a Work Item, freezing the user goal, scope, baseline, phase,
workItemType, allowed paths, and acceptance boundaries;SCENEandDISPLAY_LAYERmust be inscene-productionindependent closed loop. - Read the corresponding reference according to the current phase, use
status/checkfor diagnosis; when facts are missing, first complete a read-only investigation. - Freeze the Implementation Package before implementation. Each unit must have a type, owner, path, order, and Unity serialized asset ownership;
SCENEandDISPLAY_LAYERmust not be mixed in the same package, and identity fields must be precisely bound. - Visible
SCENE/DISPLAY_LAYERmust freeze the Unity nativeresponsiveContract; a visible implementation package must bind the contract filepath/version/sha256, without using CSS, DOM, or runtime DPR semantics. - After implementation, record candidate changes and the Evidence Manifest; evidence must be bound to the same Work Item, baseline, and implementation package; V4 PASS must have real Game View/Screen/backbuffer, CanvasScaler or PanelSettings, Camera, Screen.safeArea, InputSystem/EventSystem hits, continuous resize within the same process, screenshots, and candidate SHA. Layout only verifies the approved orientation; landscape does not need to verify portrait, and portrait does not need to verify landscape; dual-orientation or auto-orientation contracts additionally require an orientation switch trace.
- On failure, only choose
repair、revalidateor explicitRETURN; the control plane will not automatically roll back, expand scope, or fabricate device/release evidence. - Grant explicit approval for A4-A6 only for the current exact object, impact, and scope;
rundoes not make decisions for the user, nor does it execute side effects. SCENEandDISPLAY_LAYERat the end of each V0–V4 phase according tophase manual confirmationdisplay viewable deliverables and wait for user confirmation; throughstageReviewssave the work item, baseline, phase, deliverable summary, and user message reference. Do not advance to the next phase without confirmation; do not complete the work item without V4 confirmation.
The user phases are, in order, requirements-scope、global-baseline、foundation-engineering、scene-production、global-integration-validation、release; scene evidence uses V0-V4, and internal states use INTAKE, BASELINE, PROPOSAL, REVIEW, IMPLEMENTING, VALIDATING, PASSED, and integration/release states connected as needed.
Stable CLI
node <skill-dir>/scripts/workflow-control.mjs status --repo <repo> --work-item <file>
node <skill-dir>/scripts/workflow-control.mjs check --repo <repo> --work-item <file> [--implementation-package <file>] [--evidence <file>]
node <skill-dir>/scripts/workflow-control.mjs run --repo <repo> --work-item <file> [--implementation-package <file>] [--evidence <file>]
node <skill-dir>/scripts/workflow-control.mjs transition --repo <repo> --work-item <file> --to <state>
node <skill-dir>/scripts/workflow-control.mjs lint
status and check never write files.run only transitions along legal safe forward states, and stops at IMPLEMENTING、RETURN, phase manual confirmation, user decision, missing evidence, incomplete implementation package, or precise approval for A4-A6 with side effects.transition is the only explicit global state transition entry point; it is forbidden to skip phase manual confirmation, implementation packages, validation evidence, or RETURN records.
All stable outputs contain status、stage、changed、blocking、next、metadata six fields. Execution results are diagnostic records and do not mean that the Unity Editor, real device, or release system has run.
Reference materials
- Simplified six phases and scene views: user-understandable project phases and V0-V4 scene phases.
- Stage manual confirmation: V0–V4 stage-by-stage delivery, source confirmation, version binding, and invalidation rules.
- Control model: A0-A6, F0-F4, action and implementation package boundaries.
- State gating: legal transitions, stop conditions, and repair/revalidate/return.
- Unity evidence: Editor, compilation, domain reload, Console, tests, assets, and build evidence requirements.
- Visible contract:
workItemType, independentdisplayLayer, Unity nativeresponsiveContractand V4responsiveEvidenceare the only machine-verifiable identity and responsive evidence closed loop. - Work Item schema、Implementation Package schema、Evidence Manifest schema: the only supported
schemaVersion: "1.0"data contract.
Does not parse any legacy states, legacy review funnels, or non-Unity game flows. All functions, state definitions, and entity fields are governed by this Skill's schema and scripts.