unity-editor-tools

unity-editor-tools is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 71 tokens per session (3,357 once invoked), scanned A, a copy of unity-editor-tools, MIT.

A guide to extending the Unity Editor with custom inspectors, windows, property drawers, scene tools, and menu commands. It also explains how to keep editor-only code out of the finished game.

In plain words
What is it for?
Use it to create custom Unity inspectors, editor windows, visual scene handles, gizmos, property drawers, and project menu tools.
Why use it?
It helps you build safer editor extensions without confusing editor code with code that runs in the game. It also shows the Unity APIs used to read and edit project assets and properties.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to create custom Unity inspectors, editor windows, visual scene handles…

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-editor-tools
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-editor-tools
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-editor-tools

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-editor-tools.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-editor-tools)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-editor-tools"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-editor-tools.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 3,357 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 $0.03357
Opus 5 $0.00036 $0.01679
Sonnet 5 $0.00014 $0.00671
Haiku 4.5 $0.00007 $0.00336

Measured 3d ago against content hash ea836546b71e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

unity-editor-tools 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-editor-tools — 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-editor-tools/SKILL.md · 415 lines

How it starts

The opening of the file, as written. The whole thing — 415 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Editor Tools

Editor Scripting Overview

Editor scripts extend the Unity Editor with custom inspectors, windows, tools, and workflows. All editor code must either live in an Editor/ folder or be wrapped in #if UNITY_EDITOR / #endif -- this ensures editor code is stripped from runtime builds.

Unity 6.3 supports two GUI frameworks for editor extensions:

Framework Status Entry Point
UI Toolkit Recommended CreateInspectorGUI() / CreateGUI() returning VisualElement
IMGUI Legacy, fully functional OnInspectorGUI() / OnGUI()

Key base classes: Editor, EditorWindow, PropertyDrawer, DecoratorDrawer, ScriptableWizard.


Custom Inspector (Editor)

Derive from Editor, apply [CustomEditor(typeof(TargetType))]. See references/custom-inspectors.md for full guide.

UI Toolkit (Recommended)

[CustomEditor(typeof(MyPlayer))]
public class MyPlayerEditor : Editor
{
    public override VisualElement CreateInspectorGUI()
    {
        VisualElement root = new VisualElement();
        var visualTree = Resources.Load("MyPlayerEditor") as VisualTreeAsset;
        visualTree.CloneTree(root);
        return root;
    }
}

When CreateInspectorGUI() is overridden, OnInspectorGUI() is ignored.

IMGUI with SerializedObject Pattern

[CustomEditor(typeof(LookAtPoint))]
[CanEditMultipleObjects]
public class LookAtPointEditor : Editor
{
    SerializedProperty lookAtPoint;

    void OnEnable() { lookAtPoint = serializedObject.FindProperty("lookAtPoint"); }

    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        EditorGUILayout.PropertyField(lookAtPoint);
        serializedObject.ApplyModifiedProperties();
    }
}

Key Members

Member Description
target / targets Inspected object(s)
serializedObject SerializedObject for the target(s)
DrawDefaultInspector() Renders built-in default inspector
OnSceneGUI() Draw interactive Handles in Scene View

Read the full file on GitHub · 415 lines

Files

What ships with it

3 files 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 · 415 lines · 71 tokens per session scan A ea836546b71e

Subscribe to this mod's changes

unity-editor-tools 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 3,357 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-editor-tools, differing in 0 lines, and is treated as a copy.

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