unity-architecture

unity-architecture is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 96 tokens per session (1,211 once invoked), scanned A, a copy of unity-architecture, MIT.

A Unity game architecture advisor for planning gameplay and system structure before writing code. Unity is a tool for building games, and the advisor covers modules, scenes, data, communication, and refactoring.

In plain words
What is it for?
Planning module boundaries, scene setup, data ownership, decoupling, and SOLID-based refactors in Unity projects.
Why use it?
It helps choose an architecture that fits the size of a game without adding unnecessary complexity.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Planning module boundaries, scene setup, data ownership, decoupling, and SOLID-based refactors in Unity projects.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/architecture
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.

Any agent
npx skills add dyCuong03/unity-agent-team --skill architecture
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote 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.

agentmods badge for unity-architecture

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/architecture/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/architecture)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/architecture"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/architecture/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.

agentmods 80×15 button for unity-architecture

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/architecture"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/architecture.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 96 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,211 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 89% copy Near-identical to another mod 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 5.1 $0.00096 $0.01211
Opus 5.5 $0.00038 $0.00484
Sonnet 5.5 $0.00019 $0.00242
Haiku 4.5 $0.00010 $0.00121

Measured 11d ago against content hash 5660226fa5a8, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-architecture 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.

Origin

This is a copy

89% identical to unity-architecture — 22 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.claude/skills/unity-skills/skills/architecture/SKILL.md · 94 lines

How it starts

The opening of the file, as written. The whole thing — 94 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Architecture Advisor

Use this before generating lots of gameplay scripts or when the user asks for a cleaner architecture.

Workflow

  1. Identify scope: prototype, small game, or long-lived project.
  2. Define the core loop and the minimum runtime systems needed.
  3. Recommend the smallest architecture that fits the scope.
  4. Separate:
    • scene/bootstrap layer
    • gameplay/domain logic
    • data/config assets
    • view/presentation layer
  5. Call out what should stay simple now vs what is worth abstracting.

Output Format

When using this skill, structure the advice as:

  • Project tier: prototype / small-game / long-lived
  • Recommended modules: 3-7 modules with one-line responsibilities
  • Scene/bootstrap plan: where composition and initialization happen
  • Data ownership: what belongs in scene objects, ScriptableObjects, or pure C# classes
  • Communication rules: direct refs, interfaces, events, or commands
  • Performance risks: only the hot paths that matter
  • Do now / skip now: avoid over-engineering

Default Guidance

  • Prefer thin MonoBehaviour scripts as composition bridges.
  • Put reusable gameplay rules in plain C# classes when possible.
  • Use ScriptableObject for authored config and shared static data, not as a default dump for runtime state.
  • Keep dependencies explicit. Avoid hidden global state unless the project size clearly justifies a small service layer.
  • Favor simple module boundaries over framework-heavy architecture.

Explicit Execution Order and Entry Guards

Most "random" gameplay bugs trace back to two silent assumptions: that scripts run in a predictable order, and that Update runs only when its data is ready. Neither is true unless you make them so.

Make startup order explicit

Do not rely on Script Execution Order panels or accidental Awake ordering. Prefer these patterns in order of preference:

  • One Bootstrap script as the single entry point. It owns the initialization sequence and calls sub.Init() on the managers it creates. Only this one script has [DefaultExecutionOrder(-10000)].
  • Pull, don't push: a subscriber that needs data calls source.GetValue() on demand or subscribes to an event. A publisher that pushes into others during its own Awake creates hidden order dependencies.
  • Reserve [DefaultExecutionOrder(n)] for load-bearing singletons only (Bootstrap, InputRouter, SceneController). If more than 3-4 scripts need it, the architecture is wrong, not the ordering.

Read the full file on GitHub · 94 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. 11d ago First seen · 94 lines · 96 tokens per session scan A 5660226fa5a8

Subscribe to this mod's changes

unity-architecture is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 96 tokens to every session and 1,211 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 89% identical to unity-architecture, differing in 22 lines, and is treated as a copy.

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