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 patternsgit 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/patterns)<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.
<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>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 | $0.00093 | $0.01240 |
| Opus 5.5 | $0.00037 | $0.00496 |
| Sonnet 5.5 | $0.00019 | $0.00248 |
| Haiku 4.5 | $0.00009 | $0.00124 |
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.
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.
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.
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 · 90 lines · 93 tokens per session scan A 5c95ab35a096
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.
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.