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 skills add IdoCohen560/claude-unity-game-studio --skill unity-game-architecturegit 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-game-architecture)<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/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<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>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 | $0.00065 | $0.03079 |
| Opus 5 | $0.00032 | $0.01540 |
| Sonnet 5 | $0.00013 | $0.00616 |
| Haiku 4.5 | $0.00006 | $0.00308 |
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.
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.
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");
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.
- 6d ago First seen · 336 lines · 65 tokens per session scan A 61661ac44eb4
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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