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 skills add DmitriyYukhanov/claude-plugins --skill unity-architectgit clone --depth 1 https://github.com/DmitriyYukhanov/claude-pluginsWrote 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/dmitriyyukhanov/claude-plugins/unity-architect)<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.
<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>- NVIDIA SkillSpector pass
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 | $0.00030 | $0.00953 |
| Opus 5.5 | $0.00012 | $0.00381 |
| Sonnet 5.5 | $0.00006 | $0.00191 |
| Haiku 4.5 | $0.00003 | $0.00095 |
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.
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:
Awaitablefor Unity2023.1+/6+,Taskfallback for older targets
Architecture Outputs
- Test Stubs: EditMode + PlayMode test cases with
Assert.Fail("Not implemented") - Interfaces: Contracts before implementations
- MonoBehaviour Hierarchy: Component structure
- ScriptableObject Data: Configuration and data containers
- 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;
}
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.
- 1mo ago First seen · 153 lines · 30 tokens per session scan A 3ff2d75ad190
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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unity-game-dev
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Takes stock of what a branch actually changed, before it gets pushed — works out the scope itself, then lays the change out group by group in one pass: files touched, what was done and why, how, and what deserves a second look, quoting code only where a remark needs it rather than reprinting the diffs. Closes on a…
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slack-changelog
Turns what changed in a release into a Slack changelog a non-technical audience can read: filtered to what they would actually notice, one bullet per idea, plain language, no code vocabulary. Works out the scope itself across however many repositories sit in the working directory (a project can span several…