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-devgit 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-dev)<a href="https://agentmods.dev/skills/dmitriyyukhanov/claude-plugins/unity-dev"><img src="https://agentmods.dev/badge/skills/dmitriyyukhanov/claude-plugins/unity-dev/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-dev"><img src="https://agentmods.dev/badge/skills/dmitriyyukhanov/claude-plugins/unity-dev.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00019 | $0.00591 |
| Opus 5.5 | $0.00008 | $0.00236 |
| Sonnet 5.5 | $0.00004 | $0.00118 |
| Haiku 4.5 | $0.00002 | $0.00059 |
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 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 — 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:
-
Check for Unity project markers:
*.csprojfilesProjectSettings/folderAssets/folder*.unityscene files
-
Read existing architecture:
- Check for
CLAUDE.mdor project documentation - Look at existing code patterns in
Assets/Scripts/ - Identify assembly definitions (
.asmdeffiles)
- Check for
-
Clarify requirements if task is ambiguous using AskUserQuestion
Phase 2: Architecture
Use the unity-architect skill knowledge to:
- Design component hierarchy - MonoBehaviour structure, interfaces
- Create test stubs - EditMode + PlayMode test cases
- Generate Mermaid diagrams - Class, sequence, state machine
- 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:
- Follow Unity C# coding guidelines precisely
- Implement against the test stubs created in Phase 2
- Use the
unity-tests-runskill to run tests continuously as you implement - 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:
- Write tests following
unity-tests-writepatterns (EditMode for editor/utilities, PlayMode for runtime behavior) - Run EditMode tests
- Run PlayMode tests
- Fix any failures before proceeding
- Generate coverage report for critical paths if requested
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 · 83 lines · 19 tokens per session scan A fe14776c6cbc
unity-dev is a skill published in the GitHub repository DmitriyYukhanov/claude-plugins (8 stars, last pushed 6d ago), licensed MIT. It adds 19 tokens to every session and 591 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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