unity-3d-math

unity-3d-math is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 71 tokens per session (3,755 once invoked), scanned A, a copy of unity-3d-math, MIT.

A guide to avoiding incorrect 3D calculations in Unity, including coordinate spaces, rotations, vectors, planes, bounds, raycasts, hierarchies, and floating-point precision.

In plain words
What is it for?
Use it to convert between local and world space, calculate movement and rotations, project raycasts, work with bounds and planes, and diagnose spatial bugs.
Why use it?
It helps prevent code that compiles and looks plausible but places, rotates, or measures objects incorrectly. It explains the difference between transforming positions, directions, and vectors.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to convert between local and world space, calculate movement and…

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-3d-math
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 unity-3d-math
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.

agentmods badge for unity-3d-math

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-3d-math.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-3d-math)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-3d-math"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-3d-math.svg" alt="Measured on agentmods" height="20"></a>
Per session 71 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,755 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 100% copy Near-identical to another mod 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 $0.00071 $0.03755
Opus 5 $0.00036 $0.01878
Sonnet 5 $0.00014 $0.00751
Haiku 4.5 $0.00007 $0.00376

Measured 3d ago against content hash 5681673840fd, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

unity-3d-math 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 3d 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

This is a copy

100% identical to unity-3d-math — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

examples/my-first-game/.claude/skills/unity-3d-math/SKILL.md · 413 lines

How it starts

The opening of the file, as written. The whole thing — 413 lines — stays where its author put it; the contents beside it link to each section on GitHub.

3D Math & Spatial Reasoning -- Correctness Patterns

Prerequisite skills: unity-scripting (Vector3/Quaternion API), unity-foundations (Transform, GameObjects), unity-physics (raycasting basics)

These patterns target the most dangerous Claude failure mode: plausible-looking math that compiles but produces wrong results. Each pattern documents Claude's default mistake and the correct Unity approach.


PATTERN: Coordinate Space -- TransformPoint vs TransformDirection

WHEN: Converting between local and world space

WRONG (Claude default):

// Using TransformDirection for a position offset
Vector3 worldPos = transform.TransformDirection(localOffset);

RIGHT:

// Positions: TransformPoint (applies position + rotation + scale)
Vector3 worldPos = transform.TransformPoint(localOffset);

// Directions: TransformDirection (applies rotation only, ignores scale)
Vector3 worldDir = transform.TransformDirection(localDir);

// Vectors: TransformVector (applies rotation + scale, no position)
Vector3 worldVec = transform.TransformVector(localVec);

GOTCHA: TransformDirection ignores scale -- if the parent has non-uniform scale and you need the direction scaled, use TransformVector. For the inverse operations, use InverseTransformPoint, InverseTransformDirection, InverseTransformVector.


PATTERN: Quaternion Multiplication Order

WHEN: Combining rotations (e.g., applying a local rotation on top of a world rotation)

WRONG (Claude default):

// "First rotate by A, then rotate by B"
transform.rotation = rotA * rotB; // Actually applies B first, then A

RIGHT:

// Quaternion multiplication applies RIGHT operand first
// "Apply B in A's space" = A * B
// Parent-then-child: parent * child
transform.rotation = worldRotation * localRotation;

// Example: rotate 45 degrees around Y, then tilt 30 degrees around local X
Quaternion yaw = Quaternion.AngleAxis(45f, Vector3.up);
Quaternion pitch = Quaternion.AngleAxis(30f, Vector3.right);
transform.rotation = yaw * pitch; // yaw is applied in world, pitch in yaw's local space

Read the full file on GitHub · 413 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 3d ago First seen · 413 lines · 71 tokens per session scan A 5681673840fd

Subscribe to this mod's changes

unity-3d-math is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 2mo ago), licensed MIT. It adds 71 tokens to every session and 3,755 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-3d-math, differing in 0 lines, and is treated as a copy.

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