Power Game Invoker
All-in-one command covering proactively, analyze, game, performance. Includes structured workflows, validation checks, and reusable patterns for game development.
Power Game Invoker
Execute game development build commands, editor scripts, and automation tasks from a unified interface.
When to Use This Command
Run this command when you need to:
- Trigger game builds, test runs, and editor automation scripts from the command line
- Execute platform-specific build configurations with proper signing and packaging
- Run game-specific tooling such as level baking, lighting builds, and shader compilation
Consider alternatives when:
- You need to develop game logic or write gameplay code rather than run build commands
- Your game engine IDE provides the same build functionality with better visual feedback
Quick Start
Configuration
name: power-game-invoker type: command category: game-development
Example Invocation
claude command:run power-game-invoker --engine unity --action build --target android
Example Output
Game Engine: Unity 2023.3
Build Target: Android (ARM64)
Build Configuration: Release
Pre-build Steps:
[+] Addressables built (247 asset bundles)
[+] Shader variants compiled (1,842 variants)
[+] Lightmaps baked (12 scenes)
[+] Script compilation passed (0 errors, 3 warnings)
Build Progress:
[+] Player build started
[+] Scene processing: 18/18 scenes
[+] Asset packing: 3,421 assets bundled
[+] Code stripping: removed 42% unused code
[+] APK signed with release keystore
Build Complete:
Output: builds/android/game-v1.4.2.apk
Size: 148MB (APK), 312MB (installed)
Build time: 8m 42s
Core Concepts
Game Build System Overview
| Aspect | Details |
|---|---|
| Engine Detection | Identifies Unity, Unreal, Godot, or custom engine from project files |
| Build Targets | Android, iOS, Windows, macOS, Linux, WebGL, consoles |
| Pre-build Steps | Asset processing, shader compilation, lighting bakes |
| Build Configuration | Debug, development, release with platform-specific settings |
| Post-build Actions | Signing, packaging, upload to distribution platforms |
Build Execution Workflow
Build Request
|
v
+------------------+
| Detect Engine |---> Unity / Unreal / Godot
+------------------+
|
v
+------------------+
| Pre-build Tasks |---> Shaders, lightmaps, addressables
+------------------+
|
v
+------------------+
| Compile Scripts |---> C# / C++ / GDScript
+------------------+
|
v
+------------------+
| Build Player |---> Platform-specific executable
+------------------+
|
v
+------------------+
| Sign and Package |---> APK, IPA, EXE, PKG
+------------------+
Configuration
| Parameter | Type | Default | Description |
|---|---|---|---|
| engine | string | auto-detect | Game engine: unity, unreal, godot |
| action | string | build | Action to execute: build, test, bake-lights, compile-shaders |
| target | string | current-platform | Build target: android, ios, windows, macos, webgl |
| config | string | development | Build configuration: debug, development, release |
| clean | boolean | false | Perform a clean build, removing all cached artifacts first |
Best Practices
-
Use Development Builds for Testing - Development builds include debugging symbols, profiler support, and faster compilation. Reserve release builds for final QA and distribution to avoid long iteration cycles.
-
Bake Lighting Before Final Builds - Lightmap baking is time-consuming and should be done once before the build, not on every build cycle. Cache baked lighting data and only rebake when scenes change.
-
Compile Shaders Incrementally - Shader compilation for all variants can take hours. Use shader variant stripping and incremental compilation to keep build times manageable during development.
-
Automate Signing and Packaging - Store signing keys and certificates securely and automate the signing step in the build pipeline. Manual signing is error-prone and blocks release candidates.
-
Archive Build Artifacts - Keep versioned copies of release builds with their corresponding debug symbols. When crash reports arrive from production, you need the exact symbols that match the shipped binary.
Common Issues
-
Build Fails With Script Compilation Errors - A script in the project has errors that the IDE did not catch. Run a script-only compilation step before the full build to catch errors early without waiting for asset processing.
-
APK or IPA Exceeds Size Limit - The built package exceeds app store size limits. Enable asset compression, code stripping, and split the build into a base APK plus asset expansion files.
-
Shader Compilation Takes Too Long - Thousands of shader variants are compiled for every build. Use shader variant collection to identify which variants are actually used in-game and strip the rest.
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