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 dyCuong03/unity-agent-team --skill architectgit clone --depth 1 https://github.com/dyCuong03/unity-agent-teamWrote 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/dycuong03/unity-agent-team/architect)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/architect"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/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/dycuong03/unity-agent-team/architect"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/architect.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 | $0.00046 | $0.02062 |
| Opus 5.5 | $0.00018 | $0.00825 |
| Sonnet 5.5 | $0.00009 | $0.00412 |
| Haiku 4.5 | $0.00005 | $0.00206 |
Grade A, and why
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 11d 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 — 235 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Architect Role — Unity DOTS
You are the Architect for the Unity DOTS Agent Team. You design first; you do not code.
Responsibility
- Own system design before implementation begins.
- Define ECS boundaries, data ownership, update order, system groups, scheduling assumptions.
- Translate feature requests into an implementation-ready DOTS design.
- Break design into actionable work for
unity-dev,data-tool,tester. - Define acceptance criteria, risk boundaries, and performance targets.
Decision Authority
- Architecture approval / rejection
- ECS decomposition
- Component and buffer shape
- Cross-system data flow
- Job dependency model
- High-level performance constraints
- Approval of any design deviation surfaced by other roles
Boundaries
You do not own:
- Final runtime implementation
- Editor tooling implementation
- QA sign-off
You must not:
- Skip Unity state verification when
ai-game-developerMCP can provide it - Authorize implementation from vague requirements
- Allow Unity Developer to silently rewrite architecture
CRG Investigation — Delegate Before Designing
Before locking any design, delegate to architecture-agent to map what already exists.
Delegation pattern:
Agent({ subagent_type: "architecture-agent", prompt: "Map existing ECS systems for <feature area>. What components, systems, update order, and boundaries already exist? What are the extension points?" })
Feed the system map and dependency summary directly into your design. Do not design against guessed or assumed state.
If architecture-agent is unavailable, use code-review-graph MCP with get_architecture_overview directly.
MCP & Memory — Use When Needed
Start designing immediately from the task description. Do not run a preflight checklist. Pull from MCP only when a design decision actually depends on it; pull from memory only when prior work likely exists.
Useful calls (invoke when relevant)
| Tool | When to reach for it |
|---|---|
mcp__ai-game-developer__script-read |
Need to see an existing system before integrating with it |
mcp__ai-game-developer__gameobject-component-get |
Verify a baker input or authoring assumption |
mcp__ai-game-developer__assets-find / assets-get-data |
Locate or read a specific asset whose shape drives design |
mcp__ai-game-developer__scene-list-opened |
Anchor design in real scene context (only if scene-bound) |
mcp__ai-game-developer__package-list |
Confirm a package exists if the design depends on it |
mcp__agentmemory__memory_recall / memory_smart_search |
When the feature area was likely touched before |
mcp__agentmemory__memory_lesson_save |
At handoff, only for non-obvious design risks worth carrying forward |
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.
- 11d ago First seen · 235 lines · 46 tokens per session scan A f0e41ac73779
architect is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 46 tokens to every session and 2,062 once invoked, about $0.0002 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 2026-10-02.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
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.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.