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-cinemachinegit 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-cinemachine)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/tools-unity-cinemachine"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-cinemachine/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/tools-unity-cinemachine"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-cinemachine.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 | $0.00024 | $0.02930 |
| Opus 5 | $0.00012 | $0.01465 |
| Sonnet 5 | $0.00005 | $0.00586 |
| Haiku 4.5 | $0.00002 | $0.00293 |
Grade A, and why
tools-unity-cinemachine 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 6d 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-cinemachine — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 524 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Cinemachine
Overview
Cinemachine is Unity's camera system for dynamic, procedural camera behavior. This skill covers common patterns for gameplay cameras, cutscenes, and camera effects.
When to Use
- Third-person cameras
- Combat camera behavior
- Cutscene cameras
- Camera shake effects
- Multi-target framing
- State-driven camera transitions
Basic Setup
Virtual Camera Configuration
using Cinemachine;
public class CameraController : MonoBehaviour
{
[SerializeField] private CinemachineVirtualCamera _mainCamera;
[SerializeField] private Transform _followTarget;
[SerializeField] private Transform _lookAtTarget;
private void Start()
{
_mainCamera.Follow = _followTarget;
_mainCamera.LookAt = _lookAtTarget;
}
public void SetFollowTarget(Transform target)
{
_mainCamera.Follow = target;
}
public void SetLookAtTarget(Transform target)
{
_mainCamera.LookAt = target;
}
}
Third Person Camera
public class ThirdPersonCameraSetup : MonoBehaviour
{
[SerializeField] private CinemachineVirtualCamera _virtualCamera;
private Cinemachine3rdPersonFollow _bodyComponent;
private CinemachineComposer _aimComponent;
private void Awake()
{
_bodyComponent = _virtualCamera.GetCinemachineComponent<Cinemachine3rdPersonFollow>();
_aimComponent = _virtualCamera.GetCinemachineComponent<CinemachineComposer>();
}
public void SetCameraDistance(float distance)
{
if (_bodyComponent != null)
{
_bodyComponent.CameraDistance = distance;
}
}
public void SetShoulderOffset(Vector3 offset)
{
if (_bodyComponent != null)
{
_bodyComponent.ShoulderOffset = offset;
}
}
public void SetDamping(float damping)
{
if (_bodyComponent != null)
{
_bodyComponent.Damping.x = damping;
_bodyComponent.Damping.y = damping;
_bodyComponent.Damping.z = damping;
}
}
}
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.
- 6d ago First seen · 524 lines · 24 tokens per session scan A a3a6d8caa769
tools-unity-cinemachine is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (19 stars, last pushed 2mo ago), licensed MIT. It adds 24 tokens to every session and 2,930 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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