mg-blockout

Builds a fully playable single-player Unity minigame blockout with grey-box geometry and real game logic.

1|Updated Jul 29, 2026
One-click install
npx skills add https://github.com/Bornqazaq/sleepover --skill mg-blockout-bornqazaq
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: mg-blockout
Source: https://github.com/Bornqazaq/sleepover/tree/main/.claude/skills/mg-blockout
Command: npx skills add https://github.com/Bornqazaq/sleepover --skill mg-blockout-bornqazaq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? It turns minigame design specs and phase tickets into a complete, playable Unity prototype without art or networking, so game logic can be validated before investing in production assets. ## Core Features & Use Cases - Scene scaffolding via Unity MCP: Copies the MinigameTemplate scene, creates a MinigameDefinition config, and registers the scene in Addressables. - Network-ready architecture: Enforces single entry points for all state-changing methods and centralized round state so phase 3 can wrap them behind IsServer without rewrites. - Iterative mechanic implementation with verification: Builds mechanics one at a time, running refresh_unity and read_console after each block to catch errors immediately. - Solo playtesting harness: Runs the game with 1, 4, and 8 dummy players to verify results screens, tie handling, win/timeout conditions, and a clean console. - Use Case: Given a ticket for a new arena minigame, produce a grey-box scene where 2-8 players can complete a full round from start to results with all tunable values exposed in config. ## Quick Start Run the mg-blockout skill with the minigame name or ticket ID to build the playable grey-box version of that minigame.

Frequently Asked Questions about mg-blockout

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build a playable Unity minigame prototype without art assets?

Use grey-box blockout: construct the arena from cubes, planes, and ProBuilder primitives, then implement real game logic on top. This skill scaffolds the scene from a template, builds mechanics incrementally, and verifies each step through the Unity console.

How to test a multiplayer Unity minigame in single-player mode?

Set PlayerSpawner.debugPlayerCount to 1, then 4, then 8. The first character is controllable while the rest act as dummies, letting you verify collisions, hits, traps, results placement, and tie handling alone.

How do I make Unity minigame code network-ready before adding multiplayer?

Give every state-changing method (damage, death, scoring, phase transitions) a single entry point that can later be wrapped behind IsServer, and keep round state in one structure instead of scattered MonoBehaviour fields.

Does this workflow require Unity MCP?

Yes, scene scaffolding and verification steps use Unity MCP commands like refresh_unity and read_console to copy template scenes, create MinigameDefinition assets, register Addressables, and check for compile errors after each mechanic.

When should I not use the blockout phase approach?

Skip it when the mechanic already exists in the Core scripts and only needs configuration, or when tickets for the blockout phase are not ready. The skill assumes design specs with arena layout, player counts, and duration are finalized.