unity-game-architecture

unity-game-architecture is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 65 tokens per session (3,079 once invoked), scanned A, a copy of unity-game-architecture, MIT.

A guide to choosing and applying software-architecture patterns in Unity. It compares ways for game systems to communicate and manage shared services, dependencies, and startup order.

In plain words
What is it for?
Use it when designing managers, event systems, dependency injection, service access, or the startup sequence of a Unity game.
Why use it?
It helps prevent large scripts, tangled dependencies, and hard-to-test global managers. The guidance matches the architecture to the size and testing needs of the project.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when designing managers, event systems, dependency injection, service access, or the startup sequence of a Unity game.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-game-architecture
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-game-architecture
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-game-architecture"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-game-architecture.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 65 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,079 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 $0.00065 $0.03079
Opus 5 $0.00032 $0.01540
Sonnet 5 $0.00013 $0.00616
Haiku 4.5 $0.00006 $0.00308

Measured 6d ago against content hash 61661ac44eb4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unity-game-architecture 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 6d 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-game-architecture — 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-game-architecture/SKILL.md · 336 lines

How it starts

The opening of the file, as written. The whole thing — 336 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Systems Architecture -- Decision Patterns

Prerequisite skills: unity-scripting (MonoBehaviour, ScriptableObjects, events), unity-lifecycle (RuntimeInitializeOnLoadMethod, DontDestroyOnLoad, SubsystemRegistration), unity-foundations (components, GameObjects)

These patterns address the most common architectural failure: Claude defaults to fat MonoBehaviours with direct references and singletons everywhere. This works for prototypes but collapses at system scale.


PATTERN: Global Service Access

WHEN: Systems need to find other systems at runtime (AudioManager, InputManager, SaveManager, etc.)

DECISION:

  • Lazy Singleton -- Tiny project, 1-3 managers, no testing needed. static Instance + DontDestroyOnLoad. Fast to write, impossible to mock.
  • Service Locator -- Medium project, want to swap implementations for testing (mock audio, stub save). Central registry with Register<T>/Get<T>. Dependencies are implicit but swappable.
  • Constructor/Method DI -- Large project or library code, maximum testability. Pass dependencies explicitly. Use VContainer or Zenject for MonoBehaviour injection.

SCAFFOLD (Service Locator):

public static class Services
{
    private static readonly Dictionary<Type, object> _services = new();

    public static void Register<T>(T service) where T : class
    {
        _services[typeof(T)] = service;
    }

    public static T Get<T>() where T : class
    {
        if (_services.TryGetValue(typeof(T), out var service))
            return (T)service;
        throw new InvalidOperationException($"Service {typeof(T).Name} not registered");
    }

    public static bool TryGet<T>(out T service) where T : class
    {
        if (_services.TryGetValue(typeof(T), out var obj))
        {
            service = (T)obj;
            return true;
        }
        service = null;
        return false;
    }

    [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
    static void Reset() => _services.Clear();
}

// Registration (in a bootstrap MonoBehaviour or RuntimeInitializeOnLoadMethod):
Services.Register<IAudioService>(new AudioService());
Services.Register<ISaveService>(new SaveService());

// Usage (anywhere):
Services.Get<IAudioService>().PlaySFX("explosion");

Read the full file on GitHub · 336 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. 6d ago First seen · 336 lines · 65 tokens per session scan A 61661ac44eb4

Subscribe to this mod's changes

unity-game-architecture is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 65 tokens to every session and 3,079 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-game-architecture, differing in 0 lines, and is treated as a copy.

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