unity-scriptdesign

unity-scriptdesign is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 88 tokens per session (1,077 once invoked), scanned A, a copy of unity-scriptdesign, MIT.

A review guide for Unity gameplay scripts, focused on clear responsibilities, explicit dependencies, lifecycle cleanup, performance, Inspector fields, naming, and testability. It also helps decide whether code belongs in a component, asset object, or ordinary C# class.

In plain words
What is it for?
Use it to review or refactor Unity scripts, reduce hidden dependencies, improve update-loop performance, clean up subscriptions and asynchronous work, and move testable logic into plain C# classes.
Why use it?
It helps find tightly coupled, hard-to-test, wasteful, or poorly organized gameplay code before it becomes harder to change. It can be used during code creation, review, or refactoring.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to review or refactor Unity scripts, reduce hidden dependencies, improve update-loop performance, clean up subscriptions and asynchronous work, and move testable logic into plain C# classes.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/scriptdesign"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/scriptdesign.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 88 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,077 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 88% 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 $0.00088 $0.01077
Opus 5.5 $0.00035 $0.00431
Sonnet 5.5 $0.00018 $0.00215
Haiku 4.5 $0.00009 $0.00108

Measured 11d ago against content hash ab2736318a25, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-scriptdesign 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

88% identical to unity-scriptdesign — 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/scriptdesign/SKILL.md · 71 lines

How it starts

The opening of the file, as written. The whole thing — 71 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Script Design Review

Use this skill before creating gameplay scripts, or after scripts are generated and need a design pass.

Review Checklist

  • Responsibility: does the script have one clear job?
  • Role: should it really be a MonoBehaviour, ScriptableObject, or plain C# class?
  • Coupling: are dependencies explicit instead of hidden globals or deep scene lookups?
  • Communication: should this be a direct reference, interface call, or event?
  • Performance: is there unnecessary Update, repeated Find, avoidable allocation, or reflection in hot paths?
  • Lifecycle: are subscriptions, timers, and async work cleaned up clearly?
  • Inspector UX: are serialized fields private, grouped, and explained?
  • Testability: can the core logic move into a plain C# class?
  • Naming: do class and field names explain intent without cryptic abbreviations?

Data Lifecycle Boundary

The Review Checklist above asks "where does this class live". Ask the same question for every field. Every piece of state has one of three lifecycles, and putting a field on the wrong one is the most common cause of "why did this break when the designer tweaked a value" and "why are my unit tests flaky".

Lifecycle When the value is decided Where it belongs Typical idiom
Authoring-time By a designer in the Editor, before Play ScriptableObject asset, or [SerializeField] private on a prefab Immutable at runtime; read via _config.Speed
Composition-time Once per scene/instance, at Awake/Start private field, assigned from GetComponent / GetComponentInChildren / ctor arg Cached reference, no per-frame lookup
Runtime-mutable Every frame or on gameplay events private backing field + public read-only property + event Exposed via public float Health { get; private set; } + OnHealthChanged

Typical assignments

  • Weapon damage / fire rate / clip size → Authoring-time (ScriptableObject so balance can be hot-swapped).
  • Enemy AI's current target Transform → Composition-time if set once at spawn, Runtime-mutable if re-targeted each frame.
  • Player current HP → Runtime-mutable with event. Never public float hp;.
  • Reference to Rigidbody/Animator on the same GameObject → Composition-time, cached in Awake.
  • Level music track → Authoring-time via ScriptableObject level descriptor.
  • "Is in combat" flag → Runtime-mutable, but usually derived from other state — review whether it should be a field at all.

Read the full file on GitHub · 71 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 · 71 lines · 88 tokens per session scan A ab2736318a25

Subscribe to this mod's changes

unity-scriptdesign is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 88 tokens to every session and 1,077 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 88% identical to unity-scriptdesign, differing in 21 lines, and is treated as a copy.

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