auto-authoring

auto-authoring is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 41 tokens per session (787 once invoked), scanned A, original, MIT.

A Unity ECS authoring helper that creates a Baker automatically when Inspector fields map directly to runtime component fields. A Baker converts authoring data into ECS data during Unity's build-time baking step.

In plain words
What is it for?
Use it for serializable components whose Inspector values transfer directly to IComponentData, including referenced entities.
Why use it?
It removes repetitive Baker code for simple field copies, while leaving custom conversion or spawning logic to an explicit Baker.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for serializable components whose Inspector values transfer directly to IComponentData, including referenced entities.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/auto-authoring
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 auto-authoring
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 auto-authoring

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/auto-authoring"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/auto-authoring.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 41 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 787 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 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 5.1 $0.00041 $0.00787
Opus 5.5 $0.00016 $0.00315
Sonnet 5.5 $0.00008 $0.00157
Haiku 4.5 $0.00004 $0.00079

Measured 11d ago against content hash 227a449f380f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

auto-authoring 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.

.claude/skills/unity-dots/auto-authoring/SKILL.md · 85 lines

How it starts

The opening of the file, as written. The whole thing — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AutoAuthoring — Zero-Boilerplate Baker

Intent

Eliminate Baker boilerplate for components with a direct field-for-field mapping between authoring Inspector and runtime IComponentData, using a generic base class that auto-generates the Baker via reflection.

Use When

Rapid prototyping. Components where every authoring field maps directly to a runtime field with no conversion logic. The component is [Serializable] and its Entity fields should resolve directly from GameObject references.

Avoid When

The Baker needs custom logic (unit conversion, math operations, multi-entity spawning, DependsOn registration for nested assets, blob asset creation). When baking logic grows beyond "copy fields", write an explicit Baker.

Senior Pattern

  • Define the runtime struct as [Serializable] public struct MyComponent : IComponentData.
  • Declare the authoring class as public class MyComponentAuthoring : AutoAuthoring<MyComponent>.
  • Add void OnEnable() {} to the authoring class to show the enabled checkbox in the Inspector.
  • Entity fields in the struct are automatically resolved from Inspector GameObject references via PropertyContainer.
  • For buffers: AutoAuthoring<T> → BufferAutoAuthoring<T>. For shared components: SharedAutoAuthoring<T>.

Code Template

// Runtime component — must be [Serializable]
[Serializable]
public struct SpawnConfig : IComponentData
{
    public Entity SpawnPointPrefab;
    public int MaxSpawnCount;
    public float SpawnInterval;
}

// Authoring — zero Baker boilerplate
public class SpawnConfigAuthoring : AutoAuthoring<SpawnConfig>
{
    void OnEnable() { }  // shows enabled checkbox in Inspector
}

// When custom logic is needed, graduate to explicit Baker:
public class SpawnConfigAuthoring : MonoBehaviour
{
    public GameObject SpawnPointPrefab;
    public int MaxSpawnCount = 10;
    public float SpawnIntervalSeconds = 2f;

    class Baker : Baker<SpawnConfigAuthoring>
    {
        public override void Bake(SpawnConfigAuthoring authoring)
        {
            var entity = GetEntity(TransformUsageFlags.None);  // config, not moving
            AddComponent(entity, new SpawnConfig
            {
                SpawnPointPrefab = GetEntity(authoring.SpawnPointPrefab,
                    TransformUsageFlags.Dynamic),
                MaxSpawnCount = authoring.MaxSpawnCount,
                SpawnInterval = authoring.SpawnIntervalSeconds
            });
        }
    }
}

Read the full file on GitHub · 85 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 · 85 lines · 41 tokens per session scan A 227a449f380f

Subscribe to this mod's changes

auto-authoring is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 41 tokens to every session and 787 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.

Related

Other skills, from other repositories

playtest-report

Structured playtest report template, or turn existing playtest notes into structured feedback.

Donchitos/Claude-Code-Game-Studios · 20 tokens

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.

IvanMurzak/Unity-MCP · 49 tokens

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).

IvanMurzak/Unity-MCP · 59 tokens

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…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

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.

OpenDCAI/GameFactory-3A · 0 tokens