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-foundationsnpx skills add IdoCohen560/claude-unity-game-studio --skill unity-foundationsgit 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-foundations)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-foundations"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-foundations.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 | $0.00067 | $0.03326 |
| Opus 5 | $0.00034 | $0.01663 |
| Sonnet 5 | $0.00013 | $0.00665 |
| Haiku 4.5 | $0.00007 | $0.00333 |
Grade A, and why
unity-foundations 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-foundations — 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 — 450 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Foundations
Core Concepts
GameObjects
GameObjects are the fundamental building blocks in Unity. Every object in a scene -- characters, props, scenery, cameras, lights -- is a GameObject. GameObjects are containers: they cannot function alone and require Components to gain functionality. Every GameObject automatically includes a Transform component that cannot be removed.
Components
Components are the functional pieces of every GameObject. Unity uses a composition-over-inheritance architecture: you build behavior by attaching multiple components to a GameObject rather than inheriting from deep class hierarchies. Each GameObject must have exactly one Transform component. Additional components (Rigidbody, Collider, MeshRenderer, custom MonoBehaviours) define what the object does.
Constraints from the docs:
- Components must reside in the same project as their target GameObject
- Components cannot be sourced from separate projects, unattached scripts, or uninstalled packages
Transforms
The Transform component stores position, rotation, and scale -- each relative to the parent (local coordinates) or to the world origin (world coordinates). Key points from the docs:
- Child Transforms display values relative to their parent
- Root GameObjects (no parent) show world coordinates
- The physics engine assumes 1 unit = 1 meter
- Set parent location to
(0,0,0)before adding children so local coords match global coords - Avoid adjusting Transform Scale at runtime; model assets at real-life scale instead. Non-uniform scaling causes issues with Colliders, Lights, and Audio Sources
Scenes
Scenes are assets that contain all or part of a game or application. A default new scene includes a Camera and a directional Light. Projects can use a single scene or multiple scenes (e.g., one per level). Scene Templates serve as blueprints for creating new scenes.
Prefabs
Prefabs are reusable asset templates that store a complete GameObject configuration (all components, property values, and child GameObjects). Key features:
- Nested Prefabs: Include prefab instances within other prefabs
- Prefab Variants: Create predefined variations that maintain a base prefab relationship
- Overrides: Modify components/data on specific instances without affecting the template
- Unpacking: Convert prefab instances back to standalone GameObjects
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.
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 · 450 lines · 67 tokens per session scan A 14d5fc71d21a
unity-foundations is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 2mo ago), licensed MIT. It adds 67 tokens to every session and 3,326 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-foundations, differing in 0 lines, and is treated as a copy.
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