unity-dev

A guided workflow for building Unity games and applications in C#, covering discovery, architecture, coding, review, and testing.

In plain words
What is it for?
Use it for end-to-end Unity feature work, including architecture plans, test stubs, implementation, code review, and automated tests.
Why use it?
It structures development work so the project is understood and designed before code is written and checked.

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/dmitriyyukhanov/claude-plugins/unity-dev
Any agent
npx skills add DmitriyYukhanov/claude-plugins --skill unity-dev
Clone the repo
git clone --depth 1 https://github.com/DmitriyYukhanov/claude-plugins

Made for: Claude Code, Codex.

Per session 19 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 591 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 $0.00019 $0.00591
Opus 5 $0.00010 $0.00296
Sonnet 5 $0.00004 $0.00118
Haiku 4.5 $0.00002 $0.00059

Measured 2d ago against content hash fe14776c6cbc, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-dev 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.

plugins/unity-dev/skills/unity-dev/SKILL.md · 83 lines

How it starts

The opening of the file, as written. The whole thing — 83 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Development Workflow

You are orchestrating a complete Unity C# development workflow. Follow these phases systematically.

Phase 1: Discovery

First, understand the project and task:

  1. Check for Unity project markers:

    • *.csproj files
    • ProjectSettings/ folder
    • Assets/ folder
    • *.unity scene files
  2. Read existing architecture:

    • Check for CLAUDE.md or project documentation
    • Look at existing code patterns in Assets/Scripts/
    • Identify assembly definitions (.asmdef files)
  3. Clarify requirements if task is ambiguous using AskUserQuestion

Phase 2: Architecture

Use the unity-architect skill knowledge to:

  1. Design component hierarchy - MonoBehaviour structure, interfaces
  2. Create test stubs - EditMode + PlayMode test cases
  3. Generate Mermaid diagrams - Class, sequence, state machine
  4. Define contracts - Interfaces before implementations

Present the architecture to the user for approval before implementing.

Phase 3: Implementation

Use the unity-coder skill knowledge to implement:

  1. Follow Unity C# coding guidelines precisely
  2. Implement against the test stubs created in Phase 2
  3. Use the unity-tests-run skill to run tests continuously as you implement
  4. Use proper serialization attributes ([SerializeField], [field:SerializeField])

Phase 4: Review

Spawn the unity-reviewer agent to perform Unity-specific code review:

  • MonoBehaviour lifecycle issues
  • Serialization problems
  • Performance red flags
  • Memory leaks (static events, unsubscribed handlers)
  • Platform compatibility

Phase 5: Testing

Use the unity-tests-write skill knowledge to write missing tests, then use the unity-tests-run skill to execute them:

  1. Write tests following unity-tests-write patterns (EditMode for editor/utilities, PlayMode for runtime behavior)
  2. Run EditMode tests
  3. Run PlayMode tests
  4. Fix any failures before proceeding
  5. Generate coverage report for critical paths if requested

Read the full file on GitHub · 83 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 · 83 lines · 19 tokens per session scan A fe14776c6cbc

Subscribe to this mod's changes

unity-dev is a skill published in the GitHub repository DmitriyYukhanov/claude-plugins (7 stars, last pushed 2d ago), licensed MIT. It adds 19 tokens to every session and 591 once invoked, about $0.0001 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 2026-08-31.

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