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 scriptdesigngit 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/scriptdesign)<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.
<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>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 | $0.00088 | $0.01077 |
| Opus 5.5 | $0.00035 | $0.00431 |
| Sonnet 5.5 | $0.00018 | $0.00215 |
| Haiku 4.5 | $0.00009 | $0.00108 |
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.
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.
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, repeatedFind, 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/Animatoron the same GameObject → Composition-time, cached inAwake. - 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.
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 · 71 lines · 88 tokens per session scan A ab2736318a25
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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