Files
DonchitosandClaude Opus 5.5 be8993bbc5 Release 1.1.3 — long skills keep their later steps
Fix release for 1.1.2: the 14 longest skills keep their later phases
after a compaction, a question nobody answered is never taken as an
answer, settings read the same from a subfolder, the commit check works
for a project in a subfolder of a larger repository, every skill opens
with a title, and the shipped allow rules no longer approve deleting a
branch or writing files without asking. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.2 → v1.1.3).

Refs #83
Refs #133

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
2026-10-08 17:52:48 +11:00

3.2 KiB

/setup-engine — Section 4: Update CLAUDE.md Technology Stack

Part of /setup-engine. SKILL.md names when to read this file; the settings it resolved and the rules under its later headings still apply here.

4. Update CLAUDE.md Technology Stack

Language Selection (Godot only)

If Godot was chosen, ask the user which language to use before showing the proposed Technology Stack:

"Godot supports two primary languages:

A) GDScript — Python-like, Godot-native, fastest iteration. Best for beginners, solo devs, and teams coming from Python or Lua. B) C# — .NET 8+, familiar to Unity developers, stronger IDE tooling (Rider / Visual Studio), slight performance advantage on heavy logic. C) Both — GDScript for gameplay/UI scripting, C# for performance-critical systems. Advanced setup — requires .NET SDK alongside Godot.

Which will this project primarily use?"

Record the choice. It determines the CLAUDE.md template, naming conventions, specialist routing, and which agent is spawned for code files throughout the project.

Primary Language (Unreal)

If Unreal was chosen, ask via AskUserQuestion: "Will most gameplay logic live in C++ or in Blueprints?" — [A] C++ (Blueprints for tuning and prototyping) / [B] Blueprint-primary (C++ only where needed). Default to C++ if the user has no preference. The answer sets engine.language ("C++" or "Blueprint").


Read CLAUDE.md and show the user the proposed Technology Stack changes. Ask: "May I write these engine settings to CLAUDE.md?"

Wait for confirmation before making any edits.

Update the Technology Stack section, replacing the [CHOOSE] placeholders with the actual values:

For Godot — use the template matching the language chosen above. See references/godot-language-config.md (A1) for all three variants (GDScript, C#, Both).

For Unity:

- **Engine**: Unity [version]
- **Language**: C#
- **Build System**: Unity Build Pipeline
- **Asset Pipeline**: Unity Asset Import Pipeline + Addressables

For Unreal:

- **Engine**: Unreal Engine [version]
- **Language**: [C++ (primary), Blueprint (gameplay prototyping) | Blueprint (primary), C++ where needed]
- **Build System**: Unreal Build Tool (UBT)
- **Asset Pipeline**: Unreal Content Pipeline

The Language line follows the primary-language answer above: the first form for [A] (engine.language: "C++"), the second for [B] ("Blueprint").

Engine reference import

In the same CLAUDE.md write, set the Engine Version Reference import to the chosen engine. Find the line marked ENGINE-REFERENCE-IMPORT (an @docs/engine-reference/<engine>/VERSION.md line under its comment) and Edit it to point at the configured engine:

  • Godot → @docs/engine-reference/godot/VERSION.md
  • Unity → @docs/engine-reference/unity/VERSION.md
  • Unreal → @docs/engine-reference/unreal/VERSION.md

This is why a fresh Unity or Unreal project no longer loads the Godot reference in every session. It is idempotent — re-running /setup-engine for a different engine rewrites the same line. (The target docs/engine-reference/<engine>/ directory is created in Section 8 below if it does not yet exist.)