tools-unity-memorypack

tools-unity-memorypack is a skill for Claude Code, Codex from IdoCohen560/claude-unity-game-studio. It costs 26 tokens per session (2,942 once invoked), scanned A, original, MIT.

A guide to using MemoryPack, a C# library that converts game data to and from compact binary data. Binary serialization means turning structured data into bytes for storage or transfer.

In plain words
What is it for?
Use it for save files, network messages, asset data, caches, persistence systems, and frequent serialization.
Why use it?
It provides a way to store or send game data with low allocation overhead. It also covers custom formats and handling changes between data versions.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/tools-unity-memorypack
Any agent
npx skills add IdoCohen560/claude-unity-game-studio --skill tools-unity-memorypack
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code, Codex.

Wrote this? Show the measurements

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README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-memorypack.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/tools-unity-memorypack)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/tools-unity-memorypack"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-memorypack.svg" alt="Measured on agentmods" height="20"></a>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,942 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00026 $0.02942
Opus 5 $0.00013 $0.01471
Sonnet 5 $0.00005 $0.00588
Haiku 4.5 $0.00003 $0.00294

Measured yesterday against content hash ce0a417fd4f1, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

tools-unity-memorypack 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 yesterday.

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-memorypack/SKILL.md · 572 lines

How it starts

The opening of the file, as written. The whole thing — 572 lines — stays where its author put it; the contents beside it link to each section on GitHub.

MemoryPack

Overview

MemoryPack is a high-performance zero-allocation serializer for C#. This skill covers patterns for Unity serialization, custom formatters, and performance optimization.

When to Use

  • Game save data
  • Network message serialization
  • Asset data serialization
  • Cache/persistence systems
  • High-frequency serialization needs

Basic Usage

Serializable Class

using MemoryPack;

[MemoryPackable]
public partial class PlayerSaveData
{
    public string PlayerId;
    public string PlayerName;
    public int Level;
    public float Experience;
    public Vector3 Position;
    public List<ItemData> Inventory;
    public Dictionary<string, int> Statistics;
    
    [MemoryPackConstructor]
    public PlayerSaveData() { }
}

[MemoryPackable]
public partial class ItemData
{
    public string ItemId;
    public int Quantity;
    public int Durability;
}

Serialization/Deserialization

public class SaveSystem
{
    public byte[] Serialize<T>(T data)
    {
        return MemoryPackSerializer.Serialize(data);
    }
    
    public T Deserialize<T>(byte[] bytes)
    {
        return MemoryPackSerializer.Deserialize<T>(bytes);
    }
    
    public async UniTask SaveToFileAsync(string path, PlayerSaveData data)
    {
        byte[] bytes = MemoryPackSerializer.Serialize(data);
        await File.WriteAllBytesAsync(path, bytes);
    }
    
    public async UniTask<PlayerSaveData> LoadFromFileAsync(string path)
    {
        if (!File.Exists(path))
            return null;
        
        byte[] bytes = await File.ReadAllBytesAsync(path);
        return MemoryPackSerializer.Deserialize<PlayerSaveData>(bytes);
    }
}

Unity Type Formatters

Vector3 Formatter

using MemoryPack;
using UnityEngine;

public class Vector3Formatter : MemoryPackFormatter<Vector3>
{
    public override void Serialize<TBufferWriter>(
        ref MemoryPackWriter<TBufferWriter> writer, 
        scoped ref Vector3 value)
    {
        writer.WriteUnmanaged(value.x);
        writer.WriteUnmanaged(value.y);
        writer.WriteUnmanaged(value.z);
    }

    public override void Deserialize(
        ref MemoryPackReader reader, 
        scoped ref Vector3 value)
    {
        value.x = reader.ReadUnmanaged<float>();
        value.y = reader.ReadUnmanaged<float>();
        value.z = reader.ReadUnmanaged<float>();
    }
}

Read the full file on GitHub · 572 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. yesterday First seen · 572 lines · 26 tokens per session scan A ce0a417fd4f1

Subscribe to this mod's changes

tools-unity-memorypack is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 1mo ago), licensed MIT. It adds 26 tokens to every session and 2,942 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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