unity-foundation

unity-foundation is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 59 tokens per session (747 once invoked), scanned A, original, MIT.

A set of baseline rules for Unity project structure and code quality. It covers assembly dependencies, the separation of editor and runtime code, scene startup and cleanup, and navigation in large repositories.

In plain words
What is it for?
It helps organise assembly definition files, keep tests and editor code out of runtime code, define scene lifecycle contracts, and structure hybrid GameObject and ECS projects.
Why use it?
It reduces accidental dependencies and unclear ownership between Unity systems. It also gives projects consistent rules for loading and disposing scene and ECS state.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: mentions Codex.

Good fit It helps organise assembly definition files, keep tests and editor code out of runtime code, define scene lifecycle contracts, and structure hybrid GameObject and ECS projects.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/unity-foundation"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/unity-foundation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 747 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 original No closer match found 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 $0.00059 $0.00747
Opus 5.5 $0.00024 $0.00299
Sonnet 5.5 $0.00012 $0.00149
Haiku 4.5 $0.00006 $0.00075

Measured 11d ago against content hash 4c09e9ad9c0f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-foundation 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.

.claude/skills/unity-foundation/SKILL.md · 63 lines

How it starts

The opening of the file, as written. The whole thing — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Foundation

This skill is SECONDARY to core ECS skills. When ECS and foundation guidance conflict, ECS wins.

Assembly Design (asmdef)

  • Split editor code from runtime in separate assemblies (runtime.asmdef, editor.asmdef)
  • Keep test code in a dedicated tests.asmdef — never reference test code from runtime
  • Dependency direction: Tests → Runtime ← Editor (never Runtime → Editor)
  • For ECS: additional split — authoring.asmdef references runtime.asmdef only
  • Minimize inter-assembly dependencies to reduce compile times in large repos

Scene Lifecycle Contracts

For hybrid ECS + MonoBehaviour projects:

  • Define explicit entry/exit contracts for each scene (what ECS state exists on entry, what is cleaned on exit)
  • MonoBehaviour bootstrap: one entry point ([DefaultExecutionOrder(-10000)]), no static singletons
  • ECS world lifecycle: world is created at bootstrap, systems initialize in OnCreate, dispose in OnDestroy
  • Hybrid boundary: MonoBehaviour components that exist for baker input only — mark with clear naming convention

Project Navigation (for large repos)

  • Before reading code: check workspace/repo-knowledge.md for prior system mapping
  • Before designing: check workspace/ecs-registry.md for existing components
  • Use perception REST skills to read live scene state when code reading is insufficient
  • Use CRG get_architecture_overview for code-level system discovery

Unity-Specific Code Quality

  • Every Update/LateUpdate/FixedUpdate must open with guard clauses (isInitialized, null checks)
  • Prefer early returns over nested conditionals
  • Keep MonoBehaviour lifecycle methods as thin wrappers — delegate to plain C# classes
  • For ECS: ISystem methods are already guard-free by design — no MonoBehaviour guard clauses needed
  • Debug.Log is NOT stripped in Player builds by default — use conditional compilation or custom logger

Unity-Skills REST Integration

When calling Unity-Skills REST skills:

  1. Always check GET /health before first skill call — verify currentMode
  2. Respect the permission mode — do not call SemiAuto skills without checking mode
  3. Call unity_diagnose first for any debugging task — it provides an aggregated health snapshot
  4. Prefer read-only skills (perception, debug, console) over mutating skills unless mutation is required
  5. Batch-first: when touching 2+ objects, prefer *_batch skills over repeated single calls
  6. Do NOT call workflow or smart modules — they conflict with agent orchestration

Read the full file on GitHub · 63 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 · 63 lines · 59 tokens per session scan A 4c09e9ad9c0f

Subscribe to this mod's changes

unity-foundation is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 59 tokens to every session and 747 once invoked, about $0.0002 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.

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