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 agentmods add skills/dmitriyyukhanov/claude-plugins/unity-devnpx skills add DmitriyYukhanov/claude-plugins --skill unity-devgit clone --depth 1 https://github.com/DmitriyYukhanov/claude-pluginsWhat 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 | $0.00019 | $0.00591 |
| Opus 5 | $0.00010 | $0.00296 |
| Sonnet 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 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.
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.
- 2d 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 (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.
Other skills, from other repositories
influence-psychology
Apply the seven principles of ethical persuasion (reciprocity, commitment, social proof, authority, liking, scarcity, unity) to product design, copy, and sales. Use when the user mentions "social proof", "persuasive copy", "why users dont convert", "ethical persuasion", "reciprocity", "scarcity tactics", "commitment…
godot-game-dev
Use when the user wants to create, set up, or open a Godot project with AI assistance, install the Godot-MCP addon, or connect Godot to ai-game.dev. Covers project creation, plugin install, login, and opening the editor via godot-cli.
unity-game-dev
Use when the user wants to create, set up, or open a Unity project with AI assistance, install the Unity-MCP plugin, or connect Unity to ai-game.dev. Covers project creation, plugin install, login, and opening the editor via unity-mcp-cli.
unreal-game-dev
Use when the user wants to create, set up, or open an Unreal Engine project with AI assistance, install the Unreal-MCP plugin, or connect Unreal to ai-game.dev. Covers project creation, plugin install, login, and opening the editor via unreal-mcp-cli.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
assets-prefab-save
Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.