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 HermeticOrmus/LibreGameDev-Claude-Code --skill unity-developmentgit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/unity-development)<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/unity-development"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/unity-development/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/hermeticormus/libregamedev-claude-code/unity-development"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/unity-development.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 | $0.00063 | $0.03702 |
| Opus 5.5 | $0.00025 | $0.01481 |
| Sonnet 5.5 | $0.00013 | $0.00740 |
| Haiku 4.5 | $0.00006 | $0.00370 |
Grade A, and why
unity-development 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 15d 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 — 527 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity development pattern library
Reference patterns for Unity 6 development. Use as lookup.
Architecture decision tree
Project type: 2D? 3D? Mixed?
Pick Render Pipeline: URP (most), HDRP (high-end), Built-in (legacy maintenance only)
Entity count at peak: < 100? 100-1000? > 1000?
< 100: MonoBehaviour everywhere
100-1000: MonoBehaviour with pooling
> 1000: Consider ECS/DOTS — does team have experience?
Multiplayer?
No: skip
Cooperative / co-op: Netcode for GameObjects (current Unity recommendation)
Competitive < 16 players: Netcode for GameObjects or Mirror
Competitive 16+ players: dedicated server architecture, possibly DOTS for sim
Platform mix:
PC only: easiest, no compromise
PC + mobile: bake compromises in early (texture sizes, shader complexity)
Console: budget for cert (3+ months); platform-specific work isolated to per-platform modules
WebGL: GC pauses are devastating; profile early
Render Pipeline migration recipes
Built-in → URP
- Install URP via Package Manager
- Create URP Asset (right-click → Create → Rendering → URP Asset)
- Project Settings → Graphics → Scriptable Render Pipeline Settings: drag URP Asset
- Window → Rendering → Render Pipeline Converter (Unity 6 has automated converter)
- Migrate custom shaders to Shader Graph or rewrite as URP-compatible HLSL
- Verify post-processing — old PostProcessing Stack v2 replaced by URP Volume system
Built-in → HDRP
Heavier lift. Materials rebuild, lighting re-bake, custom shaders rewritten. Allocate weeks for a small project, months for a large one.
Custom shader patterns
// URP unlit shader skeleton
Shader "Custom/MyUnlit"
{
Properties { _MainTex ("Texture", 2D) = "white" {} }
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; };
struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; };
Varyings vert(Attributes IN) {
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
return OUT;
}
half4 frag(Varyings IN) : SV_Target { return tex2D(_MainTex, IN.uv); }
ENDHLSL
}
}
}
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.
- 15d ago First seen · 527 lines · 63 tokens per session scan A 3ced848143e2
unity-development is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 63 tokens to every session and 3,702 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 2026-10-01.
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