UnitySkills is a REST API-based automation engine that lets AI coding agents control Unity Editor projects, including scenes and other editor operations. It is for developers using Unity with supported coding agents and IDEs. The catalogue skills and commands provide the agent workflows used to operate Unity projects through the engine.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/besty0728/unity-skills/architecturenpx skills add Besty0728/Unity-Skills --skill architecturegit clone --depth 1 https://github.com/Besty0728/Unity-SkillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/besty0728/unity-skills/architecture)<a href="https://agentmods.dev/skills/besty0728/unity-skills/architecture"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/architecture.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00012 | $0.01112 |
| Opus 5 | $0.00006 | $0.00556 |
| Sonnet 5 | $0.00002 | $0.00222 |
| Haiku 4.5 | $0.00001 | $0.00111 |
Grade A, and why
unity-architecture scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Triggers
- Planning code organization
- Splitting responsibilities
- Reducing coupling
- Choosing refactor direction
- 规划代码结构、划分职责、降低耦合、确定重构方向
Unity Architecture Advisor
Use this before generating lots of gameplay scripts or when the user asks for a cleaner architecture.
Workflow
- Identify scope: prototype, small game, or long-lived project.
- Define the core loop and the minimum runtime systems needed.
- Recommend the smallest architecture that fits the scope.
- Separate:
- scene/bootstrap layer
- gameplay/domain logic
- data/config assets
- view/presentation layer
- Call out what should stay simple now vs what is worth abstracting.
Output Format
When using this skill, structure the advice as:
- Project tier: prototype / small-game / long-lived
- Recommended modules: 3-7 modules with one-line responsibilities
- Scene/bootstrap plan: where composition and initialization happen
- Data ownership: what belongs in scene objects, ScriptableObjects, or pure C# classes
- Communication rules: direct refs, interfaces, events, or commands
- Performance risks: only the hot paths that matter
- Do now / skip now: avoid over-engineering
Default Guidance
- Prefer thin
MonoBehaviourscripts as composition bridges. - Put reusable gameplay rules in plain C# classes when possible.
- Use
ScriptableObjectfor authored config and shared static data, not as a default dump for runtime state. - Keep dependencies explicit. Avoid hidden global state unless the project size clearly justifies a small service layer.
- Favor simple module boundaries over framework-heavy architecture.
Explicit Execution Order and Entry Guards
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 6d ago First seen · 92 lines · 12 tokens per session scan A 9e32063c2b57
unity-architecture is a skill published in the GitHub repository Besty0728/Unity-Skills (1,707 stars, last pushed yesterday), licensed MIT. It adds 12 tokens to every session and 1,112 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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