Unity Script Validator

Unity Script Validator is a skill for Claude Code from Dev-GOM/claude-code-marketplace. It costs 28 tokens per session (403 once invoked), scanned A, original, Apache-2.0.

A reviewer for Unity C# scripts that checks common coding, performance, and Unity-specific usage patterns.

In plain words
What is it for?
Use it to validate existing scripts, identify issues, estimate performance impact, and get specific fixes or refactored code examples.
Why use it?
It catches issues such as repeated component searches, unsuitable update methods, inefficient string work, and poorly exposed fields before they become recurring problems.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Part of the unity-dev-toolkit plugin — 7 skills, 3 commands, 4 agents shipped together

Good fit Use it to validate existing scripts, identify issues, estimate performance impact, and get specific fixes or refactored code examples.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dev-gom/claude-code-marketplace/unity-script-validator
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 Dev-GOM/claude-code-marketplace --skill unity-script-validator
Clone the repo
git clone --depth 1 https://github.com/Dev-GOM/claude-code-marketplace

Made for: Claude Code.

Or install unity-dev-toolkit, the plugin that ships this one along with the rest of its 7 skills, 3 commands, 4 agents.

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 Script Validator

README.md
[![agentmods](https://agentmods.dev/badge/skills/dev-gom/claude-code-marketplace/unity-script-validator/github.svg)](https://agentmods.dev/skills/dev-gom/claude-code-marketplace/unity-script-validator)
Your own site
<a href="https://agentmods.dev/skills/dev-gom/claude-code-marketplace/unity-script-validator"><img src="https://agentmods.dev/badge/skills/dev-gom/claude-code-marketplace/unity-script-validator/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 Script Validator

Your own site · 80×15
<a href="https://agentmods.dev/skills/dev-gom/claude-code-marketplace/unity-script-validator"><img src="https://agentmods.dev/badge/skills/dev-gom/claude-code-marketplace/unity-script-validator.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 28 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 403 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.
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 $0.00028 $0.00403
Opus 5.5 $0.00011 $0.00161
Sonnet 5.5 $0.00006 $0.00081
Haiku 4.5 $0.00003 $0.00040

Measured 1mo ago against content hash fb96da8dbd11, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

Unity Script Validator 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:

plugins/unity-dev-toolkit/skills/unity-script-validator/SKILL.md · 46 lines

What it actually says

Unity Script Validator

Validates Unity C# scripts against best practices and performance patterns specific to Unity game development.

What This Skill Checks

  • Field declarations: [SerializeField] private instead of public fields
  • Component caching: GetComponent in Awake/Start, not Update (~100x faster)
  • String operations: StringBuilder for frequent concatenation
  • GameObject.Find: Cache references, avoid in Update (O(n) operation)
  • Code organization: #region directives, consistent ordering
  • XML documentation: <summary> tags on public methods
  • Update vs FixedUpdate: Appropriate usage for physics/non-physics
  • Coroutines: Prefer for intermittent tasks over Update

Provides: Issues found, specific fixes, performance impact estimates, refactored code examples.

Compatibility

Applies to Unity 2019.4 LTS and later (including Unity 6).

See patterns.md and examples.md for detailed optimization techniques.

When to Use vs Other Components

Use this Skill when: Quick validation of existing Unity scripts for best practices and common issues

Use @unity-scripter agent when: Writing new code or implementing Unity features from scratch

Use @unity-refactor agent when: Improving code quality, applying design patterns, or modernizing legacy code

Use @unity-performance agent when: Deep performance profiling, memory optimization, or platform-specific tuning

Use /unity:new-script command when: Creating new scripts from production-ready templates

  • unity-scene-optimizer: For scene-level performance analysis
  • unity-template-generator: For generating validated script templates
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 · 46 lines · 28 tokens per session scan A fb96da8dbd11

Subscribe to this mod's changes

Unity Script Validator is a skill published in the GitHub repository Dev-GOM/claude-code-marketplace (97 stars, last pushed 9mo ago), licensed Apache-2.0. It adds 28 tokens to every session and 403 once invoked, about $0.0001 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 2026-08-30.

Related

Other skills, from other repositories

godot-code-review

Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls. Triggers on "review this script", "check my code", "any issues with this", "what's wrong with this code", including a short pasted snippet.

jame581/GodotPrompter · 67 tokens

animation-review

Reviews Godot Animation implementation for known pitfalls. Triggers AFTER implementation, when code involves AnimationPlayer, AnimationTree, AnimatedSprite2D, SpriteFrames, AnimationNodeStateMachine, BlendSpace, OneShot, callbackmodeprocess, or animation playback control (play/travel/start). Do NOT use this skill for…

valkor-ai/loom · 75 tokens

tilemap-review

Reviews Godot TileMap implementation for known pitfalls. Triggers AFTER implementation, when code involves TileMapLayer, TileSet, TileSetAtlasSource, TileSetScenesCollectionSource, terrain painting, setcell, erasecell, getcelltiledata, collision polygons on tiles, or NavigationRegion2D with tile-based navigation. Do…

valkor-ai/loom · 85 tokens

hz-unity-code-review

Reviews Unity code targeting Meta VR and Horizon OS for performance issues, rendering best practices, and common VR pitfalls. Use during code review or when diagnosing Meta VR performance problems in Unity projects.

meta-quest/agentic-tools · 43 tokens

code-review

Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.

striderZA/OpenCodeGameStudios · 41 tokens

design-lenses

Critique a game's design through Schell's lenses, MDA and systems thinking, ranking findings by severity with fixes. Design-level review, not bugs or feel tuning.

kyh/vibedgames · 38 tokens