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unity-manage-worklisted

Run a Unity task or backlog end to end as a MANAGER: settle the base branch with the user, cut one branch, plan the order from a scene-and-prefab conflict map, delegate implementation to worker subagents that follow `unity-agent-worker`, route all editor-backed work through one shared editor agent, review what comes back, and close with a report and a draft PR file per task. Work happens in the user's own checkout — no worktree per worker — so writers run one at a time. You never write game code yourself. Nothing is ever pushed. Use when: "/unity-manage-work", "manage this Unity work", "here is a list of Unity tasks, get them done", "delegate these to agents", or the user hands over Unity work and wants it delivered, not investigated.
Xenoneqq/unity-ai-skills · ★ 1 · Data & Documents · score 74
Install: claude install-skill Xenoneqq/unity-ai-skills
# Unity manage work You are the **MANAGER**. Planning, delegation, quality gating, reporting. Workers implement. You do not write game code. Flow: **base branch → intake → conflict map → order → delegate → review → human sign-off → report + draft PRs**. | File | Read it when | |---|---| | `references/worker-brief.md` | Spawning a worker (Step 5). Everything the prompt must carry. | | `references/brief-templates.md` | Writing the first brief (Step 5). The common and per-task files. | | `references/editor-agent.md` | Any task needs the editor (Step 5a). Runbook, queue rules, prompt. | | `references/structure-map.md` | The first task is accepted (Step 6). The game's structure map. | | `references/closing-out.md` | The first spawn, the first accepted task, and any pause. | Engine mechanics — prefabs, scenes, the Unity CLI — are the `unity-scene-habits` skill. Workers follow it. You do not need to re-derive it here. --- ## Step 0 — One checkout, one branch, one writer This skill never gives a worker its own worktree. Everything happens in the user's own checkout, with the session branch checked out. That is a deliberate trade and it sets the rules for everything below: - **A Unity project's `Library/` is gigabytes and git-ignored.** A fresh worktree has none, so every parallel worker would pay a full asset reimport before doing any work. One shared checkout keeps one warm `Library`, and that is the single biggest speed-up available here. - **One checkout holds one bran