tools-unity-flowcanvas

tools-unity-flowcanvas is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 21 tokens per session (3,726 once invoked), scanned A, original, MIT.

A guide to FlowCanvas, a visual scripting system for Unity in which logic is built as connected graph nodes instead of only handwritten code. It focuses on ability graphs and custom nodes.

In plain words
What is it for?
Use it for designer-friendly ability logic, complex ability sequences, event-driven flows, reusable patterns, and custom ability nodes.
Why use it?
It helps designers and programmers represent complex ability logic as reusable visual flows. Custom nodes can connect those flows to the game's ability system.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for designer-friendly ability logic, complex ability sequences, event-driven flows, reusable patterns, and custom ability nodes.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/tools-unity-flowcanvas
Install

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.

Any agent
npx skills add IdoCohen560/claude-unity-game-studio --skill tools-unity-flowcanvas
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

Wrote 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.

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README.md
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Your own site
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agentmods 80×15 button for tools-unity-flowcanvas

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/tools-unity-flowcanvas"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-flowcanvas.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 21 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,726 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00021 $0.03726
Opus 5.5 $0.00008 $0.01490
Sonnet 5.5 $0.00004 $0.00745
Haiku 4.5 $0.00002 $0.00373

Measured 1mo ago against content hash 637fce95e2d9, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

tools-unity-flowcanvas 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

examples/my-first-game/.claude/skills/tools-unity-flowcanvas/SKILL.md · 672 lines

How it starts

The opening of the file, as written. The whole thing — 672 lines — stays where its author put it; the contents beside it link to each section on GitHub.

FlowCanvas (ParadoxNotion)

Overview

FlowCanvas is a visual scripting solution used in Ungodly for ability graphs. This skill covers patterns for creating custom nodes, handling flow execution, and integrating with the ability system.

When to Use

  • Ability visual scripting
  • Designer-friendly logic
  • Complex ability sequences
  • Event-driven ability flow
  • Reusable ability patterns

Core Concepts

FlowNode Structure

using FlowCanvas;
using ParadoxNotion.Design;

[Category("Abilities")]
[Description("Base ability flow node")]
public abstract class FN_AbilityNode : FlowNode
{
    protected AbilityFlowScriptController Controller => 
        (AbilityFlowScriptController)graph.agent;
    
    protected AbilitySystemComponent AbilitySystem => 
        Controller?.AbilitySystemComponent;
    
    protected GameplayAbilitySpec AbilitySpec => 
        Controller?.CurrentAbilitySpec;
}

Custom Flow Nodes

Action Node

[Category("Abilities/Actions")]
[Name("Apply Damage")]
[Description("Applies damage to targets")]
public class FN_ApplyDamage : FN_AbilityNode
{
    [Input] public FlowInput enter;
    [Output] public FlowOutput exit;
    
    [Input] public ValueInput<List<GameObject>> targets;
    [Input] public ValueInput<float> baseDamage;
    [Input] public ValueInput<DamageType> damageType;
    
    [Output] public ValueOutput<int> hitCount;
    
    private int _hitCount;
    
    protected override void RegisterPorts()
    {
        enter = Input("Enter", Flow);
        exit = Output("Exit");
        
        targets = Input<List<GameObject>>("Targets");
        baseDamage = Input<float>("Base Damage", 10f);
        damageType = Input<DamageType>("Damage Type", DamageType.Physical);
        
        hitCount = Output<int>("Hit Count", () => _hitCount);
    }
    
    private void Flow(Flow f)
    {
        _hitCount = 0;
        
        var targetList = targets.value;
        if (targetList == null || targetList.Count == 0)
        {
            f.Call(exit);
            return;
        }
        
        foreach (var target in targetList)
        {
            if (target == null) continue;
            
            var damageReceiver = target.GetComponent<IDamageReceiver>();
            if (damageReceiver != null)
            {
                var damageInfo = new DamageInfo
                {
                    Damage = baseDamage.value,
                    DamageType = damageType.value,
                    Source = Controller.gameObject
                };
                
                damageReceiver.ApplyDamage(damageInfo);
                _hitCount++;
            }
        }
        
        f.Call(exit);
    }
}

Read the full file on GitHub · 672 lines

Changes

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.

  1. 1mo ago First seen · 672 lines · 21 tokens per session scan A 637fce95e2d9

Subscribe to this mod's changes

tools-unity-flowcanvas is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (23 stars, last pushed 3mo ago), licensed MIT. It adds 21 tokens to every session and 3,726 once invoked, about $0.0001 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 2026-09-03.