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 tools-unity-behavior-designergit 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/tools-unity-behavior-designer)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/tools-unity-behavior-designer"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-behavior-designer.svg" alt="Measured on agentmods" 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 | $0.00029 | $0.03812 |
| Opus 5 | $0.00015 | $0.01906 |
| Sonnet 5 | $0.00006 | $0.00762 |
| Haiku 4.5 | $0.00003 | $0.00381 |
Grade A, and why
tools-unity-behavior-designer 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 5d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- tools-unity-behavior-designer — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 731 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Behavior Designer
Overview
Behavior Designer is a behavior tree implementation for Unity AI. This skill covers patterns for creating robust AI behaviors for enemies, NPCs, and game entities.
When to Use
- Enemy AI behavior
- NPC decision making
- Boss fight patterns
- Companion AI
- Any complex state-based AI
Core Concepts
Behavior Tree Structure
Selector (OR logic - first success wins)
├── Sequence (AND logic - all must succeed)
│ ├── Conditional (check condition)
│ └── Action (do something)
├── Sequence
│ ├── Conditional
│ └── Action
└── Action (fallback)
Custom Tasks
Action Task
using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
[TaskCategory("Combat")]
[TaskDescription("Attacks the current target")]
public class AttackTarget : Action
{
[Tooltip("Reference to the ability system")]
public SharedGameObject abilitySystemOwner;
[Tooltip("The ability to activate")]
public SharedString abilityTag;
[Tooltip("Target to attack")]
public SharedGameObject target;
private IAbilitySystem _abilitySystem;
private bool _abilityStarted;
public override void OnStart()
{
_abilityStarted = false;
if (abilitySystemOwner.Value == null)
{
Debug.LogError("AttackTarget: No ability system owner");
return;
}
_abilitySystem = abilitySystemOwner.Value.GetComponent<IAbilitySystem>();
}
public override TaskStatus OnUpdate()
{
if (_abilitySystem == null || target.Value == null)
{
return TaskStatus.Failure;
}
if (!_abilityStarted)
{
if (!_abilitySystem.TryActivateAbilityByTag(abilityTag.Value))
{
return TaskStatus.Failure;
}
_abilityStarted = true;
}
// Check if ability is still running
if (_abilitySystem.IsAbilityActive(abilityTag.Value))
{
return TaskStatus.Running;
}
return TaskStatus.Success;
}
public override void OnEnd()
{
// Cleanup if interrupted
if (_abilityStarted && _abilitySystem != null)
{
_abilitySystem.CancelAbilityByTag(abilityTag.Value);
}
}
}
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.
- 5d ago First seen · 731 lines · 29 tokens per session scan A 5dc1341d50c6
tools-unity-behavior-designer is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 29 tokens to every session and 3,812 once invoked, about $0.0001 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 2026-09-03.
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