unity-manage-worklisted
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