awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
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 gamedev-skills/awesome-gamedev-agent-skills --skill unity-csharp-scriptinggit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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/gamedev-skills/awesome-gamedev-agent-skills/unity-csharp-scripting)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-csharp-scripting"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-csharp-scripting/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/gamedev-skills/awesome-gamedev-agent-skills/unity-csharp-scripting"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-csharp-scripting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00092 | $0.01939 |
| Opus 5.5 | $0.00037 | $0.00776 |
| Sonnet 5.5 | $0.00018 | $0.00388 |
| Haiku 4.5 | $0.00009 | $0.00194 |
Grade A, and why
unity-csharp-scripting 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 today.
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 — 160 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity C# Scripting (MonoBehaviour)
Write correct, idiomatic gameplay scripts in Unity 6. Get the lifecycle, component access, serialization, and coroutines right so behaviour is deterministic and the Inspector stays useful. Targets Unity 6.3 LTS (6000.3), C# / .NET Standard 2.1.
When to use
- Use when authoring or fixing a
MonoBehaviour: choosing the right lifecycle callback, reading/caching components, exposing fields to the Inspector, or running timed logic with coroutines. - Use when the project has
*.csfiles, anAssembly-CSharpor*.asmdef, and aProjectSettings/folder.
When not to use: moving rigidbodies / collision response → unity-physics; reading
player input → unity-input-system; shared data assets / config → unity-scriptableobjects;
Animator parameters → unity-animation. This skill owns the script lifecycle and C#
plumbing, not those subsystems.
Core workflow
- Pick the callback by purpose, not habit.
Awake(cache references, runs once on load),OnEnable(subscribe to events),Start(init that depends on other objects'Awake),Update(per-frame logic/input polling),FixedUpdate(physics),LateUpdate(camera follow after movement),OnDisable/OnDestroy(unsubscribe/cleanup). - Cache component lookups in
Awake— never callGetComponentevery frame. - Expose tunables with
[SerializeField] private, not public fields, so other code can't mutate them but designers can edit them in the Inspector. - Scale per-frame values by
Time.deltaTimeinUpdate(andTime.fixedDeltaTimesemantics are automatic inFixedUpdate). - Use coroutines for time-sequenced logic (delays, tweens, "do X then wait then Y");
start them with
StartCoroutineand stop them deterministically. - Verify in Play mode: check the Console for null-reference exceptions, confirm values
in the Inspector update as expected, and watch the Profiler if
Updateis hot. - Check
.metafiles before you finish. When you create, move, rename or delete scripts or assets outside the Editor, always move a file together with its.meta(a new.metameans a new GUID and broken references). Then runpython scripts/check_unity_project.py <project-dir>(--jsonfor machine-readable output), fix everyERROR(duplicate or malformed GUIDs, files moved without their.meta, missing script references) and re-run until it exits 0. A missing.metaon a brand-new file is only a warning; Unity creates it on the next import. Run the script path relative to this skill directory, or resolve the installed skill path first. It needs Python 3.10+ and nothing else, reads only text-serialized assets, and does not replace opening the project in Unity.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- today Changed · +9 lines e49d3fed5f65
- 2d ago Changed · +12 lines 68e072ec2ca2
- 1mo ago First seen · 139 lines · 92 tokens per session scan A cb5b08995bc2
unity-csharp-scripting is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (3,985 stars, last pushed yesterday), licensed Apache-2.0. It adds 92 tokens to every session and 1,939 once invoked, about $0.0004 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 2026-08-30.
Other skills, from other repositories
script-execute
Compiles and runs C# in the Unity Editor (Roslyn): plain statements with the last expression as the result, or a full class with a static method. See the skill body for the modes, usings/include and Unity object parameters.
script-delete
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.
script-read
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.
script-update-or-create
Write a .cs script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via requestId after Unity finishes the triggered compilation. Use…
gdextension
Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop.
godot-csharp-patterns
Use C# in Godot with clear interop boundaries, node ownership, and engine lifecycle awareness.