unity-scriptdesign

unity-scriptdesign is a skill for Claude Code, Codex from Besty0728/Unity-Skills. It costs 11 tokens per session (993 once invoked), scanned A, original, MIT.

A review guide for improving the design and maintainability of Unity gameplay scripts.

In plain words
What is it for?
Use it to review script quality, reduce tight coupling, and plan gameplay-code refactors.
Why use it?
It helps identify unclear responsibilities, hidden dependencies, unnecessary work, and lifecycle problems before they become harder to fix.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to review script quality, reduce tight coupling, and plan gameplay-code refactors.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/besty0728/unity-skills/scriptdesign
About the project

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.

Besty0728/Unity-Skills · 1,877 stars · on GitHub · micostar.cc

Install

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.

Any agent
npx skills add Besty0728/Unity-Skills --skill scriptdesign
Clone the repo
git clone --depth 1 https://github.com/Besty0728/Unity-Skills

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for unity-scriptdesign

README.md
[![agentmods](https://agentmods.dev/badge/skills/besty0728/unity-skills/scriptdesign/github.svg)](https://agentmods.dev/skills/besty0728/unity-skills/scriptdesign)
Your own site
<a href="https://agentmods.dev/skills/besty0728/unity-skills/scriptdesign"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/scriptdesign/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unity-scriptdesign

Your own site · 80×15
<a href="https://agentmods.dev/skills/besty0728/unity-skills/scriptdesign"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/scriptdesign.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 11 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 993 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00011 $0.00993
Opus 5.5 $0.00004 $0.00397
Sonnet 5.5 $0.00002 $0.00199
Haiku 4.5 $0.00001 $0.00099

Measured 1mo ago against content hash b1ce164f3365, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-scriptdesign 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 1mo 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

SkillsForUnity/unity-skills~/skills/scriptdesign/SKILL.md · 68 lines

How it starts

The opening of the file, as written. The whole thing — 68 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

  • Reviewing code quality
  • Untangling tightly-coupled scripts
  • Planning a refactor for maintainability
  • 审查代码质量、理顺高耦合脚本、为可维护性规划重构

Unity Script Design Review

Use this skill before creating gameplay scripts, or after scripts are generated and need a design pass.

Review Checklist

  • Responsibility: does the script have one clear job?
  • Role: should it really be a MonoBehaviour, ScriptableObject, or plain C# class?
  • Coupling: are dependencies explicit instead of hidden globals or deep scene lookups?
  • Communication: should this be a direct reference, interface call, or event?
  • Performance: is there unnecessary Update, repeated Find, avoidable allocation, or reflection in hot paths?
  • Lifecycle: are subscriptions, timers, and async work cleaned up clearly?
  • Inspector UX: are serialized fields private, grouped, and explained?
  • Testability: can the core logic move into a plain C# class?
  • Naming: do class and field names explain intent without cryptic abbreviations?

Data Lifecycle Boundary

The Review Checklist above asks "where does this class live". Ask the same question for every field. Every piece of state has one of three lifecycles, and putting a field on the wrong one is the most common cause of "why did this break when the designer tweaked a value" and "why are my unit tests flaky".

Lifecycle When the value is decided Where it belongs Typical idiom
Authoring-time By a designer in the Editor, before Play ScriptableObject asset, or [SerializeField] private on a prefab Immutable at runtime; read via _config.Speed
Composition-time Once per scene/instance, at Awake/Start private field, assigned from GetComponent / GetComponentInChildren / ctor arg Cached reference, no per-frame lookup
Runtime-mutable Every frame or on gameplay events private backing field + public read-only property + event Exposed via public float Health { get; private set; } + OnHealthChanged

Read the full file on GitHub · 68 lines

Changes

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.

  1. 1mo ago First seen · 68 lines · 11 tokens per session scan A b1ce164f3365

Subscribe to this mod's changes

unity-scriptdesign is a skill published in the GitHub repository Besty0728/Unity-Skills (1,877 stars, last pushed yesterday), licensed MIT. It adds 11 tokens to every session and 993 once invoked, about $0.0000 per session on Opus 5.5. 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 2026-09-03.

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