mg-check

Validates Unity project state before closing tickets by checking compilation, console errors, and code rules.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Before marking a ticket or phase as done, developers need confidence that the Unity project actually compiles, the console is clean, the code follows project conventions, and task statuses in Linear and STATE.md reflect reality. This Skill runs that verification checklist so issues are caught before playtesting instead of after. ## Core Features & Use Cases - Compilation and console check: Refreshes Unity via MCP and reads the console for errors and warnings, ignoring package warnings but resolving warnings from project code. - Rule-based code review: Checks changed code against project CLAUDE.md rules covering magic numbers, component caching, allocations in Update loops, physics placement, and network-specific rules like ServerRpc validation and server-side state. - Status synchronization: Moves Linear tickets from In Review to Done only after behavior verification, updates STATE.md phase tables, and commits with ticket IDs using git pull --rebase. - Use Case: After implementing a networked scoring feature, run this check to confirm zero console errors, verify ServerRpc input validation, test with two instances, then close the Linear ticket and update STATE.md. ## Quick Start Run the mg-check skill to verify the current Unity project state and close out the ticket I just finished.

Frequently Asked Questions about mg-check

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

FAQPage Schema
What are common Unity performance mistakes in Update loops?

Common mistakes include calling GetComponent in Update instead of caching in Awake or Start, allocating memory via new, LINQ, strings, or boxing in Update and FixedUpdate, and using FindObjectOfType at runtime instead of cached references.