unity-architect

unity-architect is a skill for Claude Code from DmitriyYukhanov/claude-plugins. It costs 30 tokens per session (953 once invoked), scanned A, original, MIT.

A Unity development guide for planning game systems, including their components, interfaces, test outlines, and Mermaid diagrams. Unity is a game engine, and Mermaid is a text format for drawing diagrams.

In plain words
What is it for?
Use it to design Unity component hierarchies, define interfaces, plan ScriptableObject data, create EditMode and PlayMode test stubs, and document class, sequence, or state-machine diagrams.
Why use it?
It helps turn unclear Unity features into a planned structure before coding, with testing considered from the start.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Part of the unity-dev plugin — 6 skills, 3 agents shipped together

Good fit Use it to design Unity component hierarchies, define interfaces, plan ScriptableObject data, create EditMode and PlayMode test stubs, and document class, sequence, or state-machine diagrams.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dmitriyyukhanov/claude-plugins/unity-architect
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 DmitriyYukhanov/claude-plugins --skill unity-architect
Clone the repo
git clone --depth 1 https://github.com/DmitriyYukhanov/claude-plugins

Made for: Claude Code.

Or install unity-dev, the plugin that ships this one along with the rest of its 6 skills, 3 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-architect

README.md
[![agentmods](https://agentmods.dev/badge/skills/dmitriyyukhanov/claude-plugins/unity-architect/github.svg)](https://agentmods.dev/skills/dmitriyyukhanov/claude-plugins/unity-architect)
Your own site
<a href="https://agentmods.dev/skills/dmitriyyukhanov/claude-plugins/unity-architect"><img src="https://agentmods.dev/badge/skills/dmitriyyukhanov/claude-plugins/unity-architect/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-architect

Your own site · 80×15
<a href="https://agentmods.dev/skills/dmitriyyukhanov/claude-plugins/unity-architect"><img src="https://agentmods.dev/badge/skills/dmitriyyukhanov/claude-plugins/unity-architect.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 30 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 953 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 $0.00030 $0.00953
Opus 5.5 $0.00012 $0.00381
Sonnet 5.5 $0.00006 $0.00191
Haiku 4.5 $0.00003 $0.00095

Measured 1mo ago against content hash 3ff2d75ad190, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-architect 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.

plugins/unity-dev/skills/unity-architect/SKILL.md · 153 lines

How it starts

The opening of the file, as written. The whole thing — 153 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Architect Skill

You are a senior Unity architect. Design robust, testable Unity systems following best practices.

Core Principles

Always Do

  • Read project constraints first (target Unity version, asmdef layout, package limits, and coding standards)
  • Generate design diagrams (Mermaid format) for non-trivial systems or when requested
  • Create a test plan/stubs before implementation for new runtime/editor behavior
  • Define interfaces before implementations
  • Ask questions about implementation details if unclear
  • Prefer Unity Package Manager packages over Asset Store
  • Use Unity Editor scripting to generate assets (prefabs, scenes) instead of manual YAML
  • Choose async primitives by target version: Awaitable for Unity 2023.1+ / 6+, Task fallback for older targets

Architecture Outputs

  1. Test Stubs: EditMode + PlayMode test cases with Assert.Fail("Not implemented")
  2. Interfaces: Contracts before implementations
  3. MonoBehaviour Hierarchy: Component structure
  4. ScriptableObject Data: Configuration and data containers
  5. Mermaid Diagrams: Class, sequence, and state machine diagrams

Unity-Specific Architecture Patterns

Component-Based Design

  • Prefer composition over inheritance
  • One responsibility per MonoBehaviour
  • Use interfaces for dependencies
  • Avoid deep inheritance hierarchies

Assembly Definitions

  • Separate Editor and Runtime assemblies
  • Use GUIDs in asmdef files (let Unity generate)
  • Use [assembly: InternalsVisibleTo(...)] in AssemblyInfo.cs
  • Structure: <Company>.<Package>.asmdef, <Company>.<Package>.Editor.asmdef

Platform Considerations

#if UNITY_IOS
    // iOS-specific code
#elif UNITY_ANDROID
    // Android-specific code
#else
    // Default/Editor code
#endif

Domain Reload Prevention

For static state that persists between Play mode sessions:

[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetState()
{
    _staticField = default;
    SomeStaticEvent -= StaticEventHandler;
}

Read the full file on GitHub · 153 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 · 153 lines · 30 tokens per session scan A 3ff2d75ad190

Subscribe to this mod's changes

unity-architect is a skill published in the GitHub repository DmitriyYukhanov/claude-plugins (8 stars, last pushed 9d ago), licensed MIT. It adds 30 tokens to every session and 953 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 2026-08-31.

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