unity-data-driven

unity-data-driven is a skill for Claude Code, Codex from IdoCohen560/claude-unity-game-studio. It costs 67 tokens per session (3,352 once invoked), scanned A, a copy of unity-data-driven, MIT.

A guide to data-driven Unity design, where game settings such as enemy stats or level layouts are stored as editable data rather than hidden in code. It covers ScriptableObjects, JSON, CSV, versioning, and designer workflows.

In plain words
What is it for?
Use it to create editable configuration assets, load JSON or CSV data, organize shared game data, and plan data migrations when formats change.
Why use it?
It makes changing and balancing game data possible without repeatedly editing gameplay code. It also helps avoid scattered magic numbers and supports data managed in external tools.

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

Made for: Claude Code, Codex.

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agentmods badge for unity-data-driven

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-data-driven.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-data-driven)
Your own site
<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>
Per session 67 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,352 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00067 $0.03352
Opus 5 $0.00034 $0.01676
Sonnet 5 $0.00013 $0.00670
Haiku 4.5 $0.00007 $0.00335

Measured yesterday against content hash 265571f28c46, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

Origin

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.

examples/my-first-game/.claude/skills/unity-data-driven/SKILL.md · 338 lines

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 readonly or const.

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;
    }
}

Read the full file on GitHub · 338 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. yesterday First seen · 338 lines · 67 tokens per session scan A 265571f28c46

Subscribe to this mod's changes

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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