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-scriptable-objectsgit 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-scriptable-objects)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/tools-unity-scriptable-objects"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-scriptable-objects/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-scriptable-objects"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-scriptable-objects.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 | $0.00023 | $0.02821 |
| Opus 5 | $0.00012 | $0.01411 |
| Sonnet 5 | $0.00005 | $0.00564 |
| Haiku 4.5 | $0.00002 | $0.00282 |
Grade A, and why
tools-unity-scriptable-objects 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 9d 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-scriptable-objects — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 521 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity ScriptableObjects
Overview
ScriptableObjects are data containers that exist outside the scene hierarchy, ideal for configuration, shared data, and decoupling systems.
When to Use
- Game configuration and settings
- Item/ability/character definitions
- Shared runtime data
- Event systems
- Dependency injection alternatives
Basic Patterns
Data Definition
[CreateAssetMenu(fileName = "NewItem", menuName = "Game/Item Definition")]
public class ItemDefinition : ScriptableObject
{
[Header("Basic Info")]
public string Id;
public string DisplayName;
[TextArea] public string Description;
public Sprite Icon;
[Header("Stats")]
public ItemRarity Rarity;
public int MaxStackSize = 99;
public int BaseValue;
[Header("Gameplay")]
public bool IsConsumable;
public bool IsEquippable;
public EquipmentSlot EquipSlot;
// Runtime lookup optimization
private static Dictionary<string, ItemDefinition> s_Lookup;
public static ItemDefinition GetById(string id)
{
if (s_Lookup == null)
{
BuildLookup();
}
return s_Lookup.TryGetValue(id, out var item) ? item : null;
}
private static void BuildLookup()
{
s_Lookup = new Dictionary<string, ItemDefinition>();
var items = Resources.LoadAll<ItemDefinition>("Items");
foreach (var item in items)
{
s_Lookup[item.Id] = item;
}
}
}
Database Pattern
[CreateAssetMenu(fileName = "ItemDatabase", menuName = "Game/Item Database")]
public class ItemDatabase : ScriptableObject
{
[SerializeField] private List<ItemDefinition> _items = new();
private Dictionary<string, ItemDefinition> _lookup;
public IReadOnlyList<ItemDefinition> AllItems => _items;
public void Initialize()
{
_lookup = new Dictionary<string, ItemDefinition>();
foreach (var item in _items)
{
if (item != null && !string.IsNullOrEmpty(item.Id))
{
_lookup[item.Id] = item;
}
}
}
public ItemDefinition GetItem(string id)
{
if (_lookup == null) Initialize();
return _lookup.TryGetValue(id, out var item) ? item : null;
}
public IEnumerable<ItemDefinition> GetItemsByRarity(ItemRarity rarity)
{
return _items.Where(i => i.Rarity == rarity);
}
#if UNITY_EDITOR
[ContextMenu("Collect All Items")]
private void CollectItems()
{
_items.Clear();
var guids = UnityEditor.AssetDatabase.FindAssets("t:ItemDefinition");
foreach (var guid in guids)
{
var path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
var item = UnityEditor.AssetDatabase.LoadAssetAtPath<ItemDefinition>(path);
if (item != null && item != this)
{
_items.Add(item);
}
}
UnityEditor.EditorUtility.SetDirty(this);
}
#endif
}
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.
- 9d ago First seen · 521 lines · 23 tokens per session scan A ff77cd3edd99
tools-unity-scriptable-objects is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (19 stars, last pushed 2mo ago), licensed MIT. It adds 23 tokens to every session and 2,821 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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