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 IdoCohen560/claude-unity-game-studio --skill setup-enginegit clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studioWrote 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/idocohen560/claude-unity-game-studio/setup-engine)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/setup-engine"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/setup-engine/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/idocohen560/claude-unity-game-studio/setup-engine"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/setup-engine.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 | $0.00045 | $0.08023 |
| Opus 5.5 | $0.00018 | $0.03209 |
| Sonnet 5.5 | $0.00009 | $0.01605 |
| Haiku 4.5 | $0.00005 | $0.00802 |
Grade A, and why
setup-engine 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 1mo 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.
This is a copy
98% identical to setup-engine — 664 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 716 lines — stays where its author put it; the contents beside it link to each section on GitHub.
When this skill is invoked:
1. Parse Arguments
Four modes:
- Full spec:
/setup-engine godot 4.6— engine and version provided - Engine only:
/setup-engine unity— engine provided, version will be looked up - No args:
/setup-engine— fully guided mode (engine recommendation + version) - Refresh:
/setup-engine refresh— update reference docs (see Section 10) - Upgrade:
/setup-engine upgrade [old-version] [new-version]— migrate to a new engine version (see Section 11)
2. Guided Mode (No Arguments)
If no engine is specified, run an interactive engine selection process:
Check for existing game concept
- Read
design/gdd/game-concept.mdif it exists — extract genre, scope, platform targets, art style, team size, and any engine recommendation from/brainstorm - If no concept exists, inform the user:
"No game concept found. Consider running
/brainstormfirst to discover what you want to build — it will also recommend an engine. Or tell me about your game and I can help you pick."
If the user wants to pick without a concept, ask in this order:
Question 1 — Prior experience (ask this first, always, via AskUserQuestion):
- Prompt: "Have you worked in any of these engines before?"
- Options:
Godot/Unity/Unreal Engine 5/Multiple — I'll explain/None of them - If they pick a specific engine → recommend that engine. Prior experience outweighs all other factors. Confirm with them and skip the matrix.
- If "None" or "Multiple" → continue to the questions below.
Questions 2-6 — Decision matrix inputs (only if no prior engine experience):
Question 2 — Target platform (ask this second, always, via AskUserQuestion — platform eliminates or heavily weights engines before any other factor):
- Prompt: "What platforms are you targeting for this game?"
- Options:
PC (Steam / Epic)/Mobile (iOS / Android)/Console/Web / Browser/Multiple platforms - Platform rules that feed directly into the recommendation:
- Mobile → Unity strongly preferred; Unreal is a poor fit; Godot is viable for simple mobile
- Console → Unity or Unreal; Godot console support requires third-party publishers or significant extra work
- Web → Godot exports cleanly to web; Unity WebGL is functional; Unreal has poor web support
- PC only → all engines viable; other factors decide
- Multiple → Unity is the most portable across PC/mobile/console
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.
- 1mo ago First seen · 716 lines · 45 tokens per session scan A 8b3b76b6ac74
setup-engine is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (24 stars, last pushed 3mo ago), licensed MIT. It adds 45 tokens to every session and 8,023 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 98% identical to setup-engine, differing in 664 lines, and is treated as a copy.
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