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-data-drivennpx skills add IdoCohen560/claude-unity-game-studio --skill unity-data-drivengit 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-data-driven)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-data-driven"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-data-driven.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 | $0.00067 | $0.03352 |
| Opus 5 | $0.00034 | $0.01676 |
| Sonnet 5 | $0.00013 | $0.00670 |
| Haiku 4.5 | $0.00007 | $0.00335 |
Grade A, and why
unity-data-driven 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.
This is a copy
100% identical to unity-data-driven — 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 — 338 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Data-Driven Design -- Decision Patterns
Prerequisite skills:
unity-scripting/references/scriptableobjects.md(SO creation, event channels, runtime sets, variable references),unity-editor-tools(custom inspectors, EditorWindow)
These patterns address the most common data management failure: Claude hardcodes tunable values in MonoBehaviours or uses magic numbers, making iteration and balancing painful. All game data should be designer-editable without code changes.
PATTERN: Config Data Storage Selection
WHEN: Choosing where to store game configuration (enemy stats, level layouts, loot tables)
DECISION:
- ScriptableObject assets (default) -- Designer-editable in Inspector, type-safe, refactorable, version-controlled as YAML. Best for most game configs.
- JSON/CSV files -- External tools generate data (spreadsheets, web tools), need modding support, or bulk editing is required. Loaded at runtime.
- Embedded constants -- Truly fixed values (physics constants, math, protocol versions).
static readonlyorconst.
SCAFFOLD (ScriptableObject config):
[CreateAssetMenu(fileName = "New Enemy Config", menuName = "Game/Enemy Config")]
public class EnemyConfig : ScriptableObject
{
[Header("Stats")]
[Min(1)] public int maxHealth = 100;
[Range(0f, 20f)] public float moveSpeed = 5f;
[Range(0f, 50f)] public float attackDamage = 10f;
[Header("AI")]
[Range(1f, 50f)] public float detectionRange = 15f;
[Range(0.5f, 5f)] public float attackCooldown = 1.5f;
[Header("Rewards")]
[Min(0)] public int xpReward = 25;
[Tooltip("Loot dropped on death. Leave empty for no loot.")]
public LootTable lootTable;
}
// Usage in MonoBehaviour:
public class Enemy : MonoBehaviour
{
[SerializeField] private EnemyConfig config; // Assign in Inspector
void Awake()
{
// Read from config -- never hardcode values
_health = new HealthSystem(config.maxHealth);
_moveSpeed = config.moveSpeed;
}
}
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.
- yesterday First seen · 338 lines · 67 tokens per session scan A 265571f28c46
unity-data-driven is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 1mo ago), licensed MIT. It adds 67 tokens to every session and 3,352 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-data-driven, differing in 0 lines, and is treated as a copy.
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