### Basic Timeline Setup and Play Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/engine-reference/unity/modules/animation.md Sets up a Timeline asset and Playable Director component, then plays the timeline from a script. Use this to start a cutscene or scripted sequence. ```csharp // Create: Assets > Create > Timeline // Add to GameObject: Add Component > Playable Director // Assign Timeline: Playable Director > Playable = YourTimeline // Play from script: PlayableDirector director = GetComponent(); director.Play(); ``` -------------------------------- ### PlayerInput Component Setup with Send Messages Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/engine-reference/unity/modules/input.md Setup the PlayerInput component with an Input Actions asset and choose a behavior. The Send Messages example shows how to handle OnMove and OnJump callbacks. ```csharp // Add Component: Player Input // Assign Input Actions asset // Behavior: Send Messages / Invoke Unity Events / Invoke C# Events // Send Messages example: public class Player : MonoBehaviour { public void OnMove(InputValue value) { Vector2 move = value.Get(); // Handle movement } public void OnJump(InputValue value) { if (value.isPressed) { Jump(); } } } ``` -------------------------------- ### Animation Rigging setup: install and usages Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/engine-reference/unity/modules/animation.md Setup note for the Animation Rigging package; lists its main uses. ```csharp // Install: Package Manager > Animation Rigging // Runtime IK, aim constraints, procedural animation ``` -------------------------------- ### Workflow 2: Start coding from designs Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/WORKFLOW-GUIDE.md Use this workflow when you have designs and want to start coding. It covers design review, technical setup, architecture, pre-production, and the story lifecycle. ```text 1. /design-review on each GDD (make sure they're solid) 2. /review-all-gdds (cross-GDD consistency) 3. /gate-check technical-setup 4. /create-architecture + /architecture-decision (per major decision) 5. /architecture-review 6. /create-control-manifest 7. /art-bible (sections 1–4 now) + /test-setup + /ux-design accessibility + /ux-design patterns 8. /gate-check pre-production 9. /ux-design per key screen + /ux-review 10. /vertical-slice (recommended before committing to epics) 11. /create-epics layer: foundation + /create-stories [slug] (define epics, break into stories) 12. /sprint-plan new 13. /gate-check production 14. /story-readiness -> implement -> /story-done (story lifecycle) ``` -------------------------------- ### Workflow 1: Start with no game idea Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/WORKFLOW-GUIDE.md Use this workflow when you are starting a new project with no existing game idea. It guides you through ideation, engine setup, and systems design, ending with per-system GDD authoring. ```text 1. /start (routes you based on where you are) 2. /brainstorm (collaborative ideation, pick a concept) 3. /setup-engine (pin engine and version) 4. /design-review on concept doc (optional, recommended) 5. /map-systems (decompose concept into systems with deps and priorities) 6. /gate-check systems-design (verify you're ready for Systems Design) 7. /design-system per system (guided GDD authoring) ``` -------------------------------- ### Substrate Material Graph Example Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/engine-reference/unreal/modules/rendering.md Example Substrate material graph showing a Substrate Slab node with Base Color, Roughness, and Metallic inputs connected to the Material Output. ```text Substrate Slab (Diffuse) └─ Base Color: Texture Sample └─ Roughness: Constant (0.5) └─ Metallic: Constant (0.0) └─ Connect to Material Output ``` -------------------------------- ### Run /start command Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/WORKFLOW-GUIDE.md Runs the guided onboarding command in a first session. It asks about your current state and routes to the appropriate phase. ```text /start ``` -------------------------------- ### Run /test-setup command Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/WORKFLOW-GUIDE.md Scaffolds the engine's test root, .github/workflows/tests.yml and one example test; the Pre-Production gate checks for them. ```text /test-setup ``` -------------------------------- ### Selective checkout of framework files (Strategy A2) Source: https://github.com/donchitos/claude-code-game-studios/blob/main/UPGRADING.md One-time setup to add the template remote and fetch main. Then checkout framework-owned paths wholesale, review staged changes, and restore any files you customised. The checkout is staged, not committed, so nothing is lost yet. ```bash # One-time setup; skip it if `git remote -v` already lists template git remote add template https://github.com/Donchitos/Claude-Code-Game-Studios.git git fetch template main # Take the framework-owned paths wholesale from the new version. # This overwrites/adds template files but never deletes files you added. git checkout template/main -- .claude UPGRADING.md CHANGELOG.md docs/migration-guide-v1.1.md # The checkout is STAGED, not committed — so nothing is lost yet, and this # lists every framework file it changed: git diff --cached --stat -- .claude # Restore any file whose local edits you want to keep. This is one command per # file, deliberately: each is a decision between your version and the new one. git checkout HEAD -- .claude/docs/technical-preferences.md # v1.0 config; v1.1 keeps config in project.yaml git checkout HEAD -- git status # review what changed before committing ``` -------------------------------- ### Enable Substrate Materials (Production-Ready in 5.7) Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/engine-reference/unreal/current-best-practices.md Enable Substrate materials (production-ready in 5.7) for modular, physically accurate materials. Recommended for new projects. ```cpp // Enable: Project Settings > Engine > Substrate > Enable Substrate // Modular, physically accurate materials (RECOMMENDED for new projects) ``` -------------------------------- ### Start Claude Code session Source: https://github.com/donchitos/claude-code-game-studios/blob/main/README.md Start a new Claude Code session. Once opened, run /start to begin the guided workflow, or jump directly to a skill like /brainstorm or /setup-engine godot 4.6. ```bash claude ``` -------------------------------- ### Workflow 8: Get unstuck Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/WORKFLOW-GUIDE.md Use this workflow when you are lost or don't know what to do next. It starts with /help, then falls back to a full audit and gate-check. ```text 1. /help (reads your phase, checks artifacts, tells you what's next) 2. If /help doesn't help: /project-stage-detect (full audit) 3. If stage seems wrong: /gate-check at the transition you think you're at ``` -------------------------------- ### Clone and open the project Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/WORKFLOW-GUIDE.md Clones the repository and changes into the project directory. Replace with the actual repository URL. ```bash git clone my-game cd my-game ``` -------------------------------- ### Basic NavMeshAgent Setup and Movement Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/engine-reference/unity/modules/navigation.md Sets up a NavMeshAgent component and moves it toward a target transform every frame using SetDestination. Requires a baked NavMesh and a GameObject with a NavMeshAgent component. ```csharp using UnityEngine; using UnityEngine.AI; public class Enemy : MonoBehaviour { private NavMeshAgent agent; public Transform target; void Start() { agent = GetComponent(); } void Update() { // ✅ Move to target agent.SetDestination(target.position); } } ``` -------------------------------- ### 1D Blend Space (Speed Blending) Setup Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/engine-reference/unreal/modules/animation.md Create a 1D blend space for speed-based animation blending. Configure the horizontal axis as Speed with values 0 (Idle), 1 (Walk), and 2 (Run), then add animations at key points. Use in an Anim Blueprint by getting speed from the character and feeding it into the blend space. ```cpp // Create: Content Browser > Animation > Blend Space 1D // Horizontal Axis: Speed (0 = Idle, 1 = Walk, 2 = Run) // Add animations at key points // Use in Anim Blueprint: // - Get speed from character // - Feed into Blend Space ``` -------------------------------- ### Migrate v1.0 configuration to project.yaml Source: https://github.com/donchitos/claude-code-game-studios/blob/main/UPGRADING.md When upgrading from v1.0, you have no project.yaml. Use the converter to build it from your legacy files. Preview with --dry-run first, then run it to write project.yaml. If skipped, detect-gaps.sh will nudge you at the next session start. ```bash bash .claude/scripts/migrate-v1-config.sh --dry-run # preview bash .claude/scripts/migrate-v1-config.sh # writes project.yaml ``` -------------------------------- ### CommonActivatableWidget Example Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/engine-reference/unreal/modules/ui.md Example of a CommonActivatableWidget subclass that overrides NativeOnActivated and NativeOnDeactivated to handle menu show/hide events. ```cpp UCLASS() class UMyMenuWidget : public UCommonActivatableWidget { GENERATED_BODY() public: virtual void NativeOnActivated() override { Super::NativeOnActivated(); // Menu activated (shown) } virtual void NativeOnDeactivated() override { Super::NativeOnDeactivated(); // Menu deactivated (hidden) } }; ``` -------------------------------- ### Run Phase 2 gate check: /gate-check technical-setup Source: https://github.com/donchitos/claude-code-game-studios/blob/main/docs/WORKFLOW-GUIDE.md Runs the Phase 2 gate check for technical setup. Passing requires a systems index, GDDs for every MVP system passing /design-review, and a cross-GDD review report from /review-all-gdds that is not FAIL or NOT ASSESSED. The full checklist is in .claude/skills/gate-check/references/gate-technical-setup.md. ```text /gate-check technical-setup ``` -------------------------------- ### Status line output example Source: https://github.com/donchitos/claude-code-game-studios/blob/main/UPGRADING.md Example status line output showing the 7-stage production pipeline breadcrumb. ```text ctx: 42% | claude-sonnet-5 | Systems Design ``` -------------------------------- ### Conventional Commits examples Source: https://github.com/donchitos/claude-code-game-studios/blob/main/CONTRIBUTING.md Example commit messages following the Conventional Commits format. Use these types: feat, fix, docs, chore, refactor, test. ```text feat: add /retrospective skill for end-of-sprint reviews fix: correct grep -P usage in session-start hook docs: update skills-reference with new /qa-plan entry ```