editor-data-tools

editor-data-tools is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 45 tokens per session (941 once invoked), scanned A, original, MIT.

Guidance for building Unity editor tools, data processors, validators, and DOTS debugging helpers. Editor code runs inside the Unity development environment and should stay separate from code shipped in the game.

In plain words
What is it for?
It is used to design inspectors, editor windows, validators, debug views, tracing helpers, and tools for inspecting Unity data or ECS state.
Why use it?
It helps prevent development-only tools and dependencies from leaking into runtime builds. It also encourages diagnostics that are optional, reproducible, and useful when investigating problems.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: mentions Codex.

Good fit It is used to design inspectors, editor windows, validators, debug views, tracing helpers, and tools for inspecting Unity data or ECS state.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/editor-data-tools
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 editor-data-tools
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 editor-data-tools

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/editor-data-tools"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/editor-data-tools.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 45 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 941 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 $0.00045 $0.00941
Opus 5.5 $0.00018 $0.00376
Sonnet 5.5 $0.00009 $0.00188
Haiku 4.5 $0.00005 $0.00094

Measured 11d ago against content hash b61920c8ec5a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

editor-data-tools 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/editor-data-tools/SKILL.md · 83 lines

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.

Editor Data Tools

When building Unity data tools and diagnostics, design for isolation, reproducibility, and disable-by-default cost. See @.claude/docs/mcp-integration.md for ai-game-developer and agentmemory tool usage.

Design Principles

  • Editor-only code lives in Editor/ folders or *.Editor.asmdef — never leak into runtime assemblies.
  • Tools must be optional — toggleable via menu, attribute, or #if UNITY_EDITOR.
  • Validators fail with actionable messages: "field X on asset Y at path Z is null; expected ...".
  • Make baker output and runtime ECS state inspectable — prefer a custom editor window or inspector over Debug.Log spam.
  • Keep diagnostics cheap when disabled and explicit when enabled.
  • No debug-only dependencies in shipping runtime code (verify with Player Build not just Editor).
  • Build reproducible fixtures, debug views, and tracing helpers for investigation.

Editor Window Patterns

  • Use EditorWindow with [MenuItem] registration.
  • Persist state with SerializedObject or [SerializeField] on the window itself.
  • Use EditorGUILayout for default; switch to UIElements (VisualElement) for complex layouts.
  • Wire Selection.selectionChanged carefully — unhook in OnDisable.

Inspector Patterns

  • [CustomEditor(typeof(MyAuthoring))] for authoring component inspectors.
  • Override OnInspectorGUI minimally — prefer extending the default with base.OnInspectorGUI() first.
  • Show baker output preview via DOTSEditor introspection or by simulating bake via a Subscene's World.Default.

Validation Patterns

  • Validators are functions, not behaviors — pure: take an object, return a list of issues.
  • Each issue should include: severity, target object, field path, expected vs actual, fix suggestion.
  • Wire validators into:
    • AssetPostprocessor for on-import validation
    • Menu items for batch validation
    • BuildPipeline.IPreprocessBuild for ship-gate validation

Debug Visualization

Read the full file on GitHub · 83 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 · 83 lines · 45 tokens per session scan A b61920c8ec5a

Subscribe to this mod's changes

editor-data-tools is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 45 tokens to every session and 941 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.