uw-scriptable-object-arch

A Unity skill for building ScriptableObject-based data containers, event channels, and runtime sets. ScriptableObjects are Unity assets that store reusable data and can be edited in the Inspector without changing code.

In plain words
What is it for?
Use it to create weapon, enemy, item, or ability data; event channels between systems; and collections that track live objects. It follows the project's selected architecture and naming rules.
Why use it?
It separates tunable game data and cross-system communication from individual scene objects. Designers can adjust values such as weapon settings without editing scripts, while systems can share data and events more cleanly.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/devdavv/unity-ai-workflow/uw-scriptable-object-arch
Any agent
npx skills add devdavv/unity-ai-workflow --skill uw-scriptable-object-arch
Clone the repo
git clone --depth 1 https://github.com/devdavv/unity-ai-workflow

Made for: Claude Code, Codex.

Per session 139 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,876 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00139 $0.01876
Opus 5 $0.00069 $0.00938
Sonnet 5 $0.00028 $0.00375
Haiku 4.5 $0.00014 $0.00188

Measured 2d ago against content hash a61d03f187a6, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

uw-scriptable-object-arch 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 2d 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.

.claude/skills/uw-scriptable-object-arch/SKILL.md · 195 lines

How it starts

The opening of the file, as written. The whole thing — 195 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ScriptableObject Architecture

Generate SO patterns for data, events, and runtime collections.

Before You Start

  1. Read docs/ProjectConfig.yaml for:
    • architecture_pattern"so-first" (default, this skill is primary) or "di-first" (SOs still hold data, but events become Commands — see uw-dependency-injection).
    • mcp.unity_mcp — if true, call refresh_unity after creating files.
  2. Read docs/TDD_Template.md for data architecture decisions.
  3. Read docs/NAMING_CONVENTIONS.md for SO file naming (PascalCase: SwordData.asset).
  4. Ensure the feature has an .asmdef — create with uw-unity-feature-scaffold if needed.

Three Patterns

1. Data Container

Store game-tunable values in a ScriptableObject. Designers edit them in the Inspector without touching code.

using UnityEngine;

[CreateAssetMenu(fileName = "New WeaponData", menuName = "Game/Data/Weapon Data")]
public class WeaponData : ScriptableObject
{
    [Header("Combat")]
    [SerializeField] private float _damage = 10f;
    [SerializeField] private float _fireRate = 0.5f;
    [SerializeField] private float _range = 15f;

    [Header("Ammo")]
    [SerializeField] private int _maxAmmo = 30;
    [SerializeField] private float _reloadTime = 1.5f;

    [Header("Feel")]
    [SerializeField] private ShakeProfile _hitShakeProfile;
    [SerializeField] private AudioClip _fireSound;
    [SerializeField] private GameObject _muzzleFlashPrefab;

    // Read-only properties — game code reads, designers tune in Inspector
    public float Damage => _damage;
    public float FireRate => _fireRate;
    public float Range => _range;
    public int MaxAmmo => _maxAmmo;
    public float ReloadTime => _reloadTime;
    public ShakeProfile HitShakeProfile => _hitShakeProfile;
    public AudioClip FireSound => _fireSound;
    public GameObject MuzzleFlashPrefab => _muzzleFlashPrefab;
}

2. Event Channel

Decouple systems by broadcasting events through a ScriptableObject asset. Any system can subscribe without knowing who raises the event.

Read the full file on GitHub · 195 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. 2d ago First seen · 195 lines · 139 tokens per session scan A a61d03f187a6

Subscribe to this mod's changes

uw-scriptable-object-arch is a skill published in the GitHub repository devdavv/unity-ai-workflow (41 stars, last pushed 5mo ago), licensed MIT. It adds 139 tokens to every session and 1,876 once invoked, about $0.0007 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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