How to Configure and Switch Between Godot, Unity, and Unreal Engine Versions
Use the setup-engine skill in the Donchitos/Claude-Code-Game-Studios repository to configure and switch between Godot, Unity, and Unreal engine versions by atomically updating CLAUDE.md, engine-specific VERSION.md files, and .claude/docs/technical-preferences.md through a guided 9-phase workflow.
The Donchitos/Claude-Code-Game-Studios repository treats game engines as first-class configuration items. When you configure and switch between Godot, Unity, and Unreal engine versions, the system orchestrates updates across multiple documentation layers to ensure consistency. This guide explains the architecture and commands needed to manage engine versions effectively.
Understanding the Engine Configuration Architecture
The repository stores engine-specific configuration in three synchronized locations:
CLAUDE.md serves as the single source of truth in the Technology Stack section. When you select an engine, the [CHOOSE …] placeholders are replaced with the specific engine name, version, language, build system, and asset pipeline.
Engine Reference Documentation located at docs/engine-reference/<engine>/VERSION.md pins the exact version, release date, and verification date. Each file includes a knowledge-gap warning that indicates whether the LLM's training data covers that specific version (Low, Medium, or High risk).
Technical Preferences stored in .claude/docs/technical-preferences.md contain engine-specific defaults including naming conventions, routing tables, input mappings, and platform settings. These drive the behavior of all specialist agents.
The setup-engine Skill Workflow
The setup-engine skill defined in .claude/skills/setup-engine/SKILL.md implements a 9-phase workflow that configures and switches between Godot, Unity, and Unreal engine versions atomically.
| Phase | Action | Artifacts Updated |
|---|---|---|
| 1 | Argument Parsing – Determines if user provided engine+version, engine only, or wants guided mode | None |
| 2 | Guided Mode – Collects user experience, target platforms, game type, team size, language preferences, and budget to compute recommendations | None |
| 3 | Version Lookup – Fetches latest stable release via WebSearch if no version specified | None |
| 4 | CLAUDE.md Update – Inserts concrete engine, language, build system, and asset pipeline into Technology Stack | CLAUDE.md |
| 5 | Technical Preferences – Writes engine-appropriate defaults for naming, routing, input, and platform mapping | .claude/docs/technical-preferences.md |
| 6 | Knowledge-Gap Detection – Compares chosen version to LLM cutoff (May 2025) and marks risk level | docs/engine-reference/<engine>/VERSION.md |
| 7 | Reference Docs Creation – Builds breaking-changes lists, deprecated APIs, and module documentation via WebSearch for versions beyond training data | docs/engine-reference/<engine>/ |
| 8 | Agent Configuration – Adds "Version Awareness" sections to specialist agents forcing them to read VERSION.md before coding | .claude/agents/*-specialist.md |
| 9 | Confirmation – Asks user permission before writing any file and outputs "Engine Setup Complete" summary | None |
Every phase includes explicit user confirmation gates ("May I write …?") to prevent accidental overwrites when switching between engines.
Commands to Configure and Switch Engines
Use these setup-engine skill invocations to configure and switch between Godot, Unity, and Unreal engine versions:
# Configure Godot 4.6 explicitly
/setup-engine godot 4.6
# Configure Unity and auto-fetch latest LTS version
/setup-engine unity
# Switch to Unreal Engine 5.7 (full migration)
/setup-engine unreal 5.7
# Refresh reference docs for current engine after patch updates
/setup-engine refresh
# Upgrade current engine version (e.g., Unreal 5.6 -> 5.7)
/setup-engine upgrade 5.6 5.7
Each command triggers the 9-phase workflow and updates CLAUDE.md, technical-preferences.md, and the corresponding docs/engine-reference/<engine>/VERSION.md files.
Key Configuration Files Reference
| File | Purpose | Path |
|---|---|---|
CLAUDE.md |
Central project description; holds the Technology Stack with selected engine, version, language, build and asset pipelines | CLAUDE.md |
setup-engine Skill |
Implements guided engine-selection, version lookup, and file-mutation logic | .claude/skills/setup-engine/SKILL.md |
| Godot Version Pin | Exact version, release date, verification date, and knowledge-gap warning | docs/engine-reference/godot/VERSION.md |
| Unity Version Pin | Exact version, release date, verification date, and knowledge-gap warning | docs/engine-reference/unity/VERSION.md |
| Unreal Version Pin | Exact version, release date, verification date, and knowledge-gap warning | docs/engine-reference/unreal/VERSION.md |
| Technical Preferences | Engine-specific defaults for naming conventions, routing tables, input and platform settings | .claude/docs/technical-preferences.md |
| Specialist Agents | Contain "Version Awareness" sections forcing agents to read VERSION.md before coding | .claude/agents/*-specialist.md |
Summary
- Store engine configuration in three synchronized locations:
CLAUDE.mdfor the technology stack,docs/engine-reference/<engine>/VERSION.mdfor version pinning, and.claude/docs/technical-preferences.mdfor engine-specific defaults. - Use the
setup-engineskill to configure and switch between Godot, Unity, and Unreal engine versions through a 9-phase atomic workflow. - Every file mutation requires explicit user confirmation, preventing accidental data loss when switching engines.
- The knowledge-gap detection system in
VERSION.mdfiles warns when selected engine versions exceed the LLM training cutoff (May 2025).
Frequently Asked Questions
How do I switch from Unity to Godot without losing project settings?
Run /setup-engine godot <version> to trigger the migration workflow. The skill will overwrite the engine-specific sections in CLAUDE.md and .claude/docs/technical-preferences.md while preserving your project description and narrative design documents. Always review the confirmation prompts before approving the write operations.
What happens if I select an engine version released after May 2025?
The setup-engine skill detects knowledge gaps by comparing your selected version against the LLM training cutoff (May 2025). If the version is newer, the skill marks the risk level as MEDIUM or HIGH in docs/engine-reference/<engine>/VERSION.md and automatically fetches breaking changes, deprecated APIs, and migration guides via WebSearch to populate the reference documentation.
Can I use different engine versions for different branches or modules?
The repository architecture stores engine configuration at the project root in CLAUDE.md and docs/engine-reference/. While the current setup-engine skill updates these global files, you could manually create branch-specific overrides by maintaining separate VERSION.md files in branch-specific directories. However, the standard workflow assumes a single engine version per project workspace.
Where are the engine-specific coding conventions stored?
Engine-specific naming conventions, routing tables, and input mappings are stored in .claude/docs/technical-preferences.md. The setup-engine skill populates this file with appropriate defaults when you configure or switch engines. Specialist agents in .claude/agents/*-specialist.md reference these conventions through "Version Awareness" sections that force them to read the corresponding VERSION.md before generating code.
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