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 agentmods add skills/idocohen560/claude-unity-game-studio/unity-audionpx skills add IdoCohen560/claude-unity-game-studio --skill unity-audiogit 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/unity-audio)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-audio"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-audio.svg" alt="Measured on agentmods" 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 | $0.00066 | $0.04477 |
| Opus 5 | $0.00033 | $0.02239 |
| Sonnet 5 | $0.00013 | $0.00895 |
| Haiku 4.5 | $0.00007 | $0.00448 |
Grade A, and why
unity-audio 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 2d 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.
This is a copy
100% identical to unity-audio — 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.
How it starts
The opening of the file, as written. The whole thing — 496 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Audio System
Audio System Overview
Unity's audio system provides full 3D spatial sound, real-time mixing and mastering, hierarchies of mixers, snapshots, and predefined effects. The core architecture follows a source-listener model:
- AudioClip -- A container for audio data imported into the project
- AudioSource -- A component attached to a GameObject that plays AudioClips
- AudioListener -- A microphone-like component (typically on the Main Camera) that receives audio from sources and outputs to speakers
- Audio Mixer -- A central hub for mixing sources, applying effects, and mastering output
Sounds originate from AudioSources attached to objects and are picked up by the AudioListener. Unity calculates a source's distance and position from the listener to determine volume, panning, and 3D effects. The system also models the Doppler Effect using the relative speed of the source and listener objects.
Supported Audio Formats
| Format | Type |
|---|---|
.aif, .wav |
Uncompressed |
.mp3, .ogg |
Compressed |
.xm, .mod, .it, .s3m |
Tracker modules |
Unity supports mono, stereo, and multichannel audio assets (up to eight channels).
AudioSource and AudioListener
AudioSource
The AudioSource component plays an AudioClip in your scene and provides options to customize playback behavior. Key properties:
| Property | Description | Default |
|---|---|---|
clip |
The AudioClip to play | None |
volume |
Playback volume (0.0 to 1.0) | 1.0 |
pitch |
Playback speed/pitch multiplier | 1.0 |
loop |
Whether the clip loops on completion | false |
playOnAwake |
Auto-play when the GameObject activates | true |
spatialBlend |
2D (0.0) to 3D (1.0) blend | 0.0 |
priority |
Source priority (0 = highest, 256 = lowest) | 128 |
mute |
Mutes the source without stopping playback | false |
outputAudioMixerGroup |
Target mixer group for routing | None |
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.
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.
- 2d ago First seen · 496 lines · 66 tokens per session scan A f17e25c43961
unity-audio is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 2mo ago), licensed MIT. It adds 66 tokens to every session and 4,477 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-audio, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
swarm
Run a multi-agent audit of a codebase by spawning specialized parallel subagents (security, performance, tests, architecture, dead-code), then synthesize their findings into a single prioritized action plan. Use this whenever the user runs /swarm, asks to "audit the repo," "review this codebase," "find issues across…
memory-loop-setup
Bootstrap the memory loop into any repo or Obsidian vault. Triggers: (1) "set up the memory loop / second brain / warm layer here" or "install this structure in another repo/vault", (2) a new project asking "make the AI remember across sessions and surfaces".
discord-intent-application
Helps write the justification text for Discord Developer Portal privileged intent applications (Message Content, Server Members, Presence) for a specific bot. Takes a plain-text description of the bot's functionality and/or an uploaded/local codebase, screens the bot's features against Discord's known rejection…
plan-qa
Post-implementation QA planning — independent of /review (the developer chooses whether to run them sequentially or in parallel), only when the change has a running surface worth driving. Interviews the developer to turn the specs and the diff into an executable QA specification (specs/qa/QA- - .md) that /execute-qa…
plan-architecture
Phase 2 of 5 — collaborative system design plus change-footprint mapping; outputs an ARCH doc for generate-tasks. Use only when the user asks to run Phase 2, plan the architecture, or design the solution — never trigger automatically from a design question.
review
Phase 5 of 5 — triage-first review orchestrator; dispatches up to 17 domain checks in parallel and compiles one report. Use only when the user asks to run Phase 5 or review a PR, branch, or set of changes — never trigger automatically after writing code.