Game Dev Setup Engine — Engine Configuration Wizard
🎯 Purpose
Guide users through configuring a game engine project from scratch. Handles Godot 4.6, Unity 7, and Unreal Engine 5.6 with version-aware settings, renderer selection, and platform target configuration.
🤖 Multi-Platform Notes
| Platform | Notes |
|---|---|
| OpenClaw | Can read/write engine config files directly. Best for generating correct file content and writing it to the right location. |
| Claude Code | Can run engine CLI commands (godot --headless, Unity -projectPath, etc.) and edit config files. Run detection commands to verify installs. |
| Cursor/Windsurf | Good for editing config files in the project. May have LSP support for GDScript/C#. |
| GitHub Copilot | Can suggest config file content. Let the user paste or review. |
| Generic LLM Chat | Output config file content as code blocks. User must paste into correct locations. |
| Any AI | Can guide through manual setup steps. Always state: "I can tell you the steps OR write the files for you — which do you prefer?" |
🔍 Phase 1: Engine Detection
Step 1.1 — Ask
"Which engine are you using?"
1) Godot 4.6 2) Unity 7 3) Unreal Engine 5.6 4) Other (specify)
Step 1.2 — Check Installed Version
If on a terminal-capable platform, run:
Godot:
godot --version
# Expected: 4.6.stable or similar
Unity:
# Check Unity Hub for installed versions, or:
find /Applications/Unity -name "Unity" -type f 2>/dev/null
# Windows:
where Unity 2>/dev/null
Unreal:
# Check Engine association (Windows)
# Look in: C:\Program Files\Epic Games\UE_5.6\
Step 1.3 — Version-Aware Config Reference
| Setting | Godot 4.6 | Unity 7 | UE 5.6 |
|---|---|---|---|
| Renderer | Forward+ (3D), Compatibility (low-end) | URP (default), HDRP (high-end) | Deferred (default), Forward (VR) |
| Script | GDScript, C# (.NET 8) | C# (.NET 8) | C++, Blueprints |
| Build Target | Windows, Mac, Linux, Web, Android, iOS | Windows, Mac, Linux, Web, Android, iOS, Consoles | Windows, Mac, Linux, Android, iOS, Consoles |
| Version Control | Git (.gitignore provided) |
Unity Version Control or Git | Perforce (recommended) or Git |
| Plugin/Market | Asset Library | Asset Store | Fab / Marketplace |
⚙️ Phase 2: Project Initialization
Godot 4.6
Create project.godot:
[application]
config/name="My Game"
config/description="A game made with Godot 4.6"
config/icon="res://icon.png"
run/main_scene="res://scenes/main.tscn"
[rendering]
renderer/rendering_method="forward_plus" # or "mobile" or "compatibility"
renderer/anti_aliasing/quality="high" # or "medium", "low", "disabled"
Then ask:
"Create the standard folder structure?"
res://
├── assets/ # Raw assets (sprites, models, audio)
│ ├── art/
│ ├── audio/
│ └── fonts/
├── scenes/ # .tscn files
├── scripts/ # .gd / .cs files
├── resources/ # .tres / .res files
├── addons/ # Plugins
├── levels/ # Level scenes
└── tests/ # Unit tests (GDScript 2.0 unit test)
Render pipeline: Forward+ default. Switch to Compatibility for 2D-only. Switch to Mobile for mobile targets.
Unity 7
Create project with Unity Hub, then set up:
Assets/
├── _Project/
│ ├── Scripts/
│ ├── Scenes/
│ ├── Prefabs/
│ ├── Art/
│ ├── Audio/
│ ├── Resources/
│ └── Settings/
├── ThirdParty/
└── Plugins/
Render Pipeline Selection:
- URP (Universal Render Pipeline) — default for most projects. Good for mobile, cross-platform, 2D, and mid-range 3D.
- HDRP (High Definition RP) — high-end PC/console 3D only.
- Built-in RP — legacy. Only use for existing projects.
Ask: "URP or HDRP? If you're not sure, pick URP."
Input System:
- New Input System Package (recommended for all new projects)
- Legacy Input Manager (existing projects)
Version Control:
- Generate
.gitignorefor Unity - Default meta file tracking
- Ask about Unity Version Control if on a team
Unreal Engine 5.6
Create via Epic Games Launcher or manually:
Project/
├── Content/
│ ├── Characters/
│ ├── Environments/
│ ├── UI/
│ ├── Audio/
│ └── Blueprints/
├── Source/
│ └── [ProjectName]/
│ ├── [ProjectName].h
│ ├── [ProjectName].cpp
│ └── [ProjectName].Build.cs
├── Config/
└── [ProjectName].uproject
Render Pipeline: Deferred Renderer (default). Switch to Forward for VR or high-framerate targets.
Startup settings:
- Ask: "Blueprint-only or C++ ?"
- Ask: "Template? (Blank, Third Person, Top Down, etc.)"
🔧 Phase 3: Platform Configuration
Step 3.1 — Target Platforms
Ask:
"Which platforms will you target?"
1) Windows/Mac/Linux (desktop) 2) Web (HTML5/WebGL) 3) Mobile (Android/iOS) 4) Console (requires approval) 5) All of the above
Step 3.2 — Platform-Specific Settings
| Engine | Windows | Mac/Linux | Web | Mobile |
|---|---|---|---|---|
| Godot | Default | Default | texture/force_keep_filtered off, audio → use_mobile_for_hq |
rendering/texture/vram_compression on |
| Unity | IL2CPP, DX11/12 | Mono, Metal | WebGL 2.0 | IL2CPP, Vulkan (Android), Metal (iOS) |
| UE | DX12/11 | Vulkan/Metal | N/A | Vulkan |
Step 3.3 — Version Control Setup
Generate .gitignore based on engine:
- Godot: https://github.com/github/gitignore/blob/main/Godot.gitignore
- Unity: https://github.com/github/gitignore/blob/main/Unity.gitignore
- UE: https://github.com/github/gitignore/blob/main/UnrealEngine.gitignore
Ask: "Initialize a git repo and create .gitignore?"
✅ Phase 4: Verification
Step 4.1 — Build Test
Ask:
"Should I try to build an empty project to verify the setup?"
If terminal-capable:
Godot:
godot --headless --build-solutions --quit
Unity:
# Requires Unity CLI path setup
Unity -projectPath . -buildTarget StandaloneWindows64 -quit -batchmode -logFile build.log
UE:
# Generate project files
# Windows:
"[Epic Games]\UE_5.6\Engine\Build\BatchFiles\Build.bat" [ProjectName]Editor Win64 Development -project="[full path]"
Step 4.2 — Basic Scene
Create a default scene with:
- A camera
- A light (for 3D)
- A test object (cube or sprite)
- Attach a script that prints "Hello, World!"
Ask: "Want me to create a test scene to verify everything works?"
📋 Setup Summary
After completing, output a setup summary:
# Engine Setup Complete
## Project
- **Project:** [project name]
- **Engine:** [engine + version]
- **Location:** [path]
- **Renderer:** [renderer name]
## Configuration
- [ ] Folder structure created
- [ ] Version control initialized
- [ ] Platform targets set: [list]
- [ ] Test scene created and verified
## Next Steps
- Run `game-design-doc` to write the GDD
- Run `architecture` for system design
- Run `sprint-dev` to start development
🚨 Troubleshooting
Godot
- GDScript not highlighting? Install Godot extension for your editor.
- .NET not detected? Install .NET 8 SDK.
- Export templates missing? Install via Godot → Editor → Manage Export Templates.
Unity
- Package errors? Re-import from Package Manager → My Assets.
- Scripts not compiling? Check .NET profile and API compatibility level.
- "No Unity version associated" — open with Unity Hub.
Unreal
- Visual Studio not detected? Install Game Development with C++ workload.
- Shader compilation errors? Update GPU drivers.
- Slow startup? This is normal for first launch.
