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-tilemap-2dgit 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-tilemap-2d)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-tilemap-2d"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-tilemap-2d/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-tilemap-2d"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-tilemap-2d.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 | $0.00096 | $0.01748 |
| Opus 5.5 | $0.00038 | $0.00699 |
| Sonnet 5.5 | $0.00019 | $0.00350 |
| Haiku 4.5 | $0.00010 | $0.00175 |
Grade A, and why
unity-tilemap-2d 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 2d 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 — 132 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity 2D Tilemap
Author and script tile-based 2D levels in Unity 6.3 LTS with the Grid/Tilemap system, the Tile
Palette, colliders, and runtime painting. Targets Unity 6.3 LTS (6000.3).
Package note: the core Tilemap (
Grid,Tilemap,Tile,TilemapCollider2D) is built in, and so is the Tile Palette with its default brush. Rule Tiles, Animated Tiles, and the extra brushes (Random, Line, GameObject, Group) live in the separate "2D Tilemap Extras" package (com.unity.2d.tilemap.extras, 6.0.x for Unity 6.3) — install it via Package Manager before usingRuleTile.
When to use
- Use when laying out a 2D level by painting tiles, setting up a
Grid+Tilemap, adding collision to the map, using auto-tiling Rule Tiles, or generating/editing tiles from script. - Use when scenes contain a
GridwithTilemapchildren, or*.assettile/palette files.
When not to use: level design practice (pacing, blockout, layout principles) →
level-design. 3D tile/grid placement → Unity's own 3D tooling (ProBuilder / grid brushes; no dedicated skill here). The platformer character that
moves over the tiles → platformer / unity-physics.
Core workflow
- Create the grid: GameObject → 2D Object → Tilemap → Rectangular (the
Grid's Cell Layout also offers Hexagonal and Isometric for hex/iso levels). This makes aGridwith a childTilemap(+TilemapRenderer). Use one Tilemap per layer (background, ground, foreground) and set each renderer's sorting. - Open the Tile Palette (Window → 2D → Tile Palette), drag in a sliced sprite sheet to
create
Tileassets, then paint with the brush tools. - Add collision to the solid layer:
TilemapCollider2D. For one merged collider (far cheaper and gap-free), also addCompositeCollider2D(+ aRigidbody2Dset to Static) and set the tilemap collider's Composite Operation to Merge. - Auto-tile with Rule Tiles (2D Tilemap Extras) so edges/corners pick the right sprite automatically instead of hand-placing every variant.
- Edit at runtime via script with cell coordinates (
Vector3Int):SetTile,GetTile,SetTilesBlock, converting world↔cell with theGrid/Tilemap. - Verify in Play mode: confirm collisions (Physics Debugger), sorting order, and that
RefreshAllTilesran after bulk edits.
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.
- 2d ago Changed · +8 lines 443785c00dc4
- 1mo ago Changed · +2 lines aa3c05ba1bc9
- 1mo ago First seen · 122 lines · 96 tokens per session scan A f83a172057a3
unity-tilemap-2d is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 96 tokens to every session and 1,748 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
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…