unity-patterns

unity-patterns is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 93 tokens per session (1,240 once invoked), scanned A, a copy of unity-patterns, MIT.

A guide for choosing common Unity code and data patterns, such as events, state machines, object pools, and ScriptableObjects. Unity is a game engine, and these patterns are reusable ways to organize game code.

In plain words
What is it for?
It helps choose designs for shared game data, notifications between systems, changing gameplay states, reusable objects, and boundaries between components.
Why use it?
It helps avoid adding complex patterns when a simpler design is enough. It explains when a pattern fits and what problems it can create.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit It helps choose designs for shared game data, notifications between systems, changing gameplay states, reusable objects, and boundaries between components.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/patterns"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 93 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,240 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 86% 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 $0.00093 $0.01240
Opus 5.5 $0.00037 $0.00496
Sonnet 5.5 $0.00019 $0.00248
Haiku 4.5 $0.00009 $0.00124

Measured 11d ago against content hash 5c95ab35a096, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-patterns 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

86% identical to unity-patterns — 21 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/patterns/SKILL.md · 90 lines

How it starts

The opening of the file, as written. The whole thing — 90 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Pattern Selector

Use this skill to decide whether a pattern is justified. Do not recommend every pattern at once.

Guardrails

Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

  • Recommend at most 1-3 patterns, and explain why simpler options are not enough.

Pattern Guide

  • ScriptableObject

    • Use for authored config, shared static data, event channels, and reusable data assets.
    • Avoid as the default home for per-run mutable gameplay state.
  • C# events / delegates

    • Use for one-to-many notifications with clear ownership and unsubscribe points.
    • Avoid for imperative flows that need ordering, return values, or complex debugging.
  • Global event bus / observer hub

    • Use sparingly and only when many systems truly need broad decoupled notifications.
    • Avoid as the default answer to coupling. It often hides ownership and makes debugging harder.
  • Interfaces

    • Use when multiple implementations or clearer dependency boundaries are needed.
    • Avoid adding interfaces around every class without a real seam.
  • State machine

    • Use for actors with mutually exclusive states and explicit transitions.
    • Avoid when a few booleans or a small command flow is enough.
  • Object pool

    • Use for frequent spawn/despawn of bullets, VFX, enemies, UI items.
    • Avoid for rare objects or when lifetime is simple.
  • Service layer

    • Use for a small number of cross-scene systems with explicit bootstrap and interfaces.
    • Avoid turning everything into hidden singletons or service locators.
  • Generics / custom attributes

    • Use when they remove repeated boilerplate with clear type safety or editor metadata value.
    • Avoid when they make gameplay code harder to read than duplicated simple code.

Decision Lab: Same Goal, Multiple Implementations

The Pattern Guide above answers "which pattern?". For most non-trivial design decisions, the better exercise is: pick the 2-3 plausible implementations, put them side by side, and compare on switch cost, query cost, code complexity, and failure modes. Below is a worked example; use it as the shape for other decisions rather than as the answer.

Read the full file on GitHub · 90 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 · 90 lines · 93 tokens per session scan A 5c95ab35a096

Subscribe to this mod's changes

unity-patterns is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 93 tokens to every session and 1,240 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 86% identical to unity-patterns, differing in 21 lines, and is treated as a copy.

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