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 agentmods add skills/hermeticormus/libregamedev-claude-code/unity-patternsnpx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill unity-patternsgit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWhat 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 | $0.00000 | $0.01746 |
| Opus 5 | $0.00000 | $0.00873 |
| Sonnet 5 | $0.00000 | $0.00349 |
| Haiku 4.5 | $0.00000 | $0.00175 |
Grade A, and why
unity-patterns 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 — 254 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Patterns
MonoBehaviour Component Pattern
// Well-structured MonoBehaviour: serialized fields, cached references, event lifecycle
using UnityEngine;
[RequireComponent(typeof(Rigidbody), typeof(Collider))]
public class PlayerController : MonoBehaviour
{
[Header("Movement")]
[SerializeField] private float _moveSpeed = 6f;
[SerializeField] private float _jumpForce = 8f;
[Header("Ground Check")]
[SerializeField] private LayerMask _groundMask;
[SerializeField] private Transform _groundCheck;
[SerializeField] private float _groundCheckRadius = 0.2f;
// Cached component references - filled in Awake, never in Update
private Rigidbody _rb;
private bool _isGrounded;
private Vector2 _moveInput;
private void Awake()
{
_rb = GetComponent<Rigidbody>();
}
private void OnEnable()
{
// Subscribe to input or events here
}
private void OnDisable()
{
// Unsubscribe here - prevents memory leaks
}
private void Update()
{
_moveInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
_isGrounded = Physics.CheckSphere(_groundCheck.position, _groundCheckRadius, _groundMask);
if (_isGrounded && Input.GetButtonDown("Jump"))
{
_rb.AddForce(Vector3.up * _jumpForce, ForceMode.Impulse);
}
}
private void FixedUpdate()
{
// Physics forces go in FixedUpdate
Vector3 move = transform.right * _moveInput.x + transform.forward * _moveInput.y;
_rb.MovePosition(_rb.position + move * _moveSpeed * Time.fixedDeltaTime);
}
}
ScriptableObject Event Channel
// Decoupled event system using ScriptableObject channels (Ryan Hipple pattern)
using System;
using UnityEngine;
[CreateAssetMenu(menuName = "Events/Game Event")]
public class GameEventSO : ScriptableObject
{
private Action _listeners;
public void Raise()
{
_listeners?.Invoke();
}
public void Subscribe(Action listener) => _listeners += listener;
public void Unsubscribe(Action listener) => _listeners -= listener;
}
// Generic version for typed events
[CreateAssetMenu(menuName = "Events/Float Event")]
public class FloatEventSO : ScriptableObject
{
private Action<float> _listeners;
public void Raise(float value) => _listeners?.Invoke(value);
public void Subscribe(Action<float> l) => _listeners += l;
public void Unsubscribe(Action<float> l) => _listeners -= l;
}
// Usage: MonoBehaviour subscribes/unsubscribes via lifecycle
public class HealthDisplay : MonoBehaviour
{
[SerializeField] private FloatEventSO _healthChangedEvent;
private void OnEnable() => _healthChangedEvent.Subscribe(OnHealthChanged);
private void OnDisable() => _healthChangedEvent.Unsubscribe(OnHealthChanged);
private void OnHealthChanged(float newHealth)
{
// Update UI
}
}
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 First seen · 254 lines · 0 tokens per session scan A bec0f886b9a5
unity-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,746 tokens. 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 2026-08-31.
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