unity-scriptableobjects

unity-scriptableobjects is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 79 tokens per session (1,393 once invoked), scanned A, original, Apache-2.0.

An architecture guide for using Unity ScriptableObjects, project assets that store shared data and help game systems communicate without being tightly connected.

In plain words
What is it for?
Use it for shared configuration, runtime values, event channels, and registries in Unity 6.3 LTS projects, especially when creating reusable .asset data files.
Why use it?
It helps avoid hard-wired singletons and managers while keeping configuration editable by game designers.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity plugin — 8 skills shipped together , and of gamedev

Good fit Use it for shared configuration, runtime values, event channels, and registries in Unity 6.3 LTS projects, especially when creating reusable .asset data files.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/unity-scriptableobjects
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 gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 8 skills.

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-scriptableobjects

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-scriptableobjects"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-scriptableobjects.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 79 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,393 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. Third-party audits
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00079 $0.01393
Opus 5 $0.00039 $0.00696
Sonnet 5 $0.00016 $0.00279
Haiku 4.5 $0.00008 $0.00139

Measured 9d ago against content hash b23bd2057d67, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unity-scriptableobjects 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 9d 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.

skills/unity/unity-scriptableobjects/SKILL.md · 125 lines

How it starts

The opening of the file, as written. The whole thing — 125 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity ScriptableObject Architecture

Use ScriptableObject assets to store shared data and decouple systems in Unity 6.3 LTS — configuration, event channels, and registries that live as project assets instead of being hard-wired into scenes or singletons. Targets Unity 6.3 LTS (6000.3).

When to use

  • Use when you need designer-editable config (weapon stats, level data), to share one value between unrelated systems, to decouple senders from listeners via event channels, or to build a runtime registry of active objects — without a static/singleton manager.
  • Use when the project has *.asset data files backed by : ScriptableObject classes.

When not to use: per-instance runtime state that differs per GameObject (that belongs on a MonoBehaviour) — a ScriptableObject asset is shared by everyone who references it. Saving player progress to disk → save-systems. Plain DTOs that never need to be an asset can just be [System.Serializable] classes.

Core workflow

  1. Define the class deriving from ScriptableObject and tag it with [CreateAssetMenu] so designers can create instances from the Assets menu.
  2. Create one or more .asset instances in the Project window; each is a shared, named piece of data referenced by [SerializeField] fields.
  3. Reference, don't copy. MonoBehaviours hold a reference to the asset; they all see the same data, so changing the asset changes every consumer.
  4. For decoupling, model signals and shared variables as ScriptableObjects: a "FloatVariable" the HUD reads and the player writes; an "event channel" the player raises and many systems listen to. Neither side references the other.
  5. Reset runtime mutations in OnEnable if the asset is mutated during play, because edits made in the Editor at runtime persist on the asset (a frequent source of "my values changed after I played").
  6. Verify by inspecting the asset values during Play mode and confirming consumers react.

Read the full file on GitHub · 125 lines

Files

What ships with it

1 file 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.

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. 9d ago First seen · 125 lines · 79 tokens per session scan A b23bd2057d67

Subscribe to this mod's changes

unity-scriptableobjects is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (890 stars, last pushed 15d ago), licensed Apache-2.0. It adds 79 tokens to every session and 1,393 once invoked, about $0.0004 per session on Opus 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.

Related

Other skills, from other repositories

unity-mcp-ui-layout

A Unity UI layout guide for turning mockups, screenshots, or wireframes into stable runtime interfaces. Unity is a game engine, and its UI elements use anchors, containers, and scaling rules to adapt to different screen sizes.

Bilal140202/the-lord-of-the-skills · 115 tokens

orchestration

Orchestrates the Voyager game development process.

Bilal140202/the-lord-of-the-skills · 13 tokens

threejs-lighting

Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.

Bilal140202/the-lord-of-the-skills · 35 tokens

unreal cpp developer

Instructions and architectural standards for Unreal Engine 5 C++ development.

Bilal140202/the-lord-of-the-skills · 17 tokens

uw-dependency-injection

Opt-in DI architecture using Reflex for Unity 6+. Covers container setup, scoping, injection, command pattern, update management, and class taxonomy. Use when ProjectConfig.yaml -> architecturepattern is "di-first", or when the user asks about dependency injection, inversion of control, service architecture, or…

Bilal140202/the-lord-of-the-skills · 159 tokens

unity-agent-workflows

Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first…

hashgraph-online/awesome-codex-plugins · 146 tokens