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unity-game-workflow-control

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Updated 10-16 09:56

About this skill

Unity game global workflow control

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

  1. Create or read a Work Item, freezing the user goal, scope, baseline, phase,workItemType, allowed paths, and acceptance boundaries;SCENE and DISPLAY_LAYER must be in scene-production independent closed loop.
  2. Read the corresponding reference according to the current phase, use status/check for diagnosis; when facts are missing, first complete a read-only investigation.
  3. Freeze the Implementation Package before implementation. Each unit must have a type, owner, path, order, and Unity serialized asset ownership;SCENE and DISPLAY_LAYER must not be mixed in the same package, and identity fields must be precisely bound.
  4. Visible SCENE/DISPLAY_LAYER must freeze the Unity native responsiveContract; a visible implementation package must bind the contract file path/version/sha256, without using CSS, DOM, or runtime DPR semantics.
  5. 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.
  6. On failure, only choose repair、revalidate or explicit RETURN; the control plane will not automatically roll back, expand scope, or fabricate device/release evidence.
  7. Grant explicit approval for A4-A6 only for the current exact object, impact, and scope;run does not make decisions for the user, nor does it execute side effects.
  8. SCENE and DISPLAY_LAYER at the end of each V0–V4 phase according tophase manual confirmationdisplay viewable deliverables and wait for user confirmation; through stageReviews save 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

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.