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 unity-classicgit 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/unity-classic)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/unity-classic"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/unity-classic/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/unity-classic"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/unity-classic.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 | $0.00076 | $0.01160 |
| Opus 5.5 | $0.00030 | $0.00464 |
| Sonnet 5.5 | $0.00015 | $0.00232 |
| Haiku 4.5 | $0.00008 | $0.00116 |
Grade A, and why
unity-classic 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.
How it starts
The opening of the file, as written. The whole thing — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Classic (Non-DOTS) Skill
The non-DOTS lane: GameObject + MonoBehaviour runtime, UI, gameplay glue,
DI, asset loading, tweening, pooling, async. If the task is ISystem/Jobs/Burst/
Entities, it belongs to unity-dots-dev, not here.
Root-cause first: for a bug, trace the lifecycle / data flow / event wiring and fix the real cause. No null-guard or timer band-aid without proving the cause. Match existing project patterns; do not add a parallel service/controller/model.
MonoBehaviour lifecycle (the #1 bug source)
Awake→ references/self-init only.OnEnable→ subscribe events / register.Start→ cross-object init (others' Awake done).OnDisable→ unsubscribe everything subscribed in OnEnable.OnDestroy→ final teardown.- Every
+=needs a matching-=. Static / long-lived publisher + instance subscriber that never unsubscribes = leak + ghost callbacks after destroy. - Pooled objects fire
OnEnable/OnDisableper reuse, NOTAwake/Start. Put re-init inOnEnable, cleanup inOnDisable— not Start/OnDestroy. - Coroutines stop when the MB disables; restart in
OnEnableif needed. NeverStartCoroutineon a disabled/inactive object.
Pooling
- Reset full state on
Get/spawn (transform, callbacks, tween handles, timers). - On
Return/despawn: kill tweens, cancel async, unsubscribe, stop coroutines. - A pooled object's
OnDisableruns on return — do destroy-like cleanup there, not inOnDestroy(which may never run for pooled objects).
DOTween
- Cache the
Tween/Sequence;tween.Kill()on disable/return/destroy before starting a new one — orphan tweens mutate recycled objects. SetLink(gameObject)orSetAutoKill(true)to bind lifetime; do not leak infinite-loop tweens on pooled UI.DOTween.Kill(target)inOnDisablefor pooled views.
VContainer / DI
- Inject via constructor or
[Inject]method; injection completes afterAwake, aroundStart/entry-point. Do not use injected refs inAwake. IStartable/ITickable/IAsyncStartableviaRegisterEntryPoint; register in the rightLifetimeScope. Mismatched scope = null inject or duplicate.- Do not
newa service that the container owns — resolve it.
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 · 95 lines · 76 tokens per session scan A 7bce1fa7a3cb
unity-classic is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 76 tokens to every session and 1,160 once invoked, about $0.0003 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.
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.