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-graphicsnpx skills add IdoCohen560/claude-unity-game-studio --skill unity-graphicsgit 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-graphics)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-graphics"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-graphics.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 | $0.00005 | $0.05220 |
| Opus 5 | $0.00003 | $0.02610 |
| Sonnet 5 | $0.00001 | $0.01044 |
| Haiku 4.5 | $0.00001 | $0.00522 |
Grade A, and why
unity-graphics 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.
This is a copy
100% identical to unity-graphics — 3 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 — 456 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Graphics and Rendering
Render Pipeline Selection Guide
A render pipeline performs a series of operations that take the contents of a scene and displays them on a screen. Unity provides three render pipelines:
| Criteria | Built-in Render Pipeline | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) |
|---|---|---|---|
| Target | Legacy projects | Mobile to high-end consoles/PCs | AAA, automotive, architectural |
| Customization | Limited | Scriptable, extensible via Renderer Features | Scriptable, Custom Passes, Full Frame Settings |
| Rendering Paths | Forward, Deferred | Forward, Forward+, Deferred | Forward, Deferred (hybrid tile/cluster) |
| Shader Authoring | ShaderLab + Surface Shaders | Shader Graph (recommended), HLSL | Shader Graph (recommended), HLSL |
| SRP Batcher | No | Yes | Yes |
| Ray Tracing | No | No | Yes (DXR) |
| Volumetrics | No | No | Yes (fog, clouds) |
| Anti-Aliasing | MSAA | FXAA, SMAA, TAA, MSAA | FXAA, SMAA, TAA, MSAA |
| Platforms | All | All (scalable) | High-end (DX11/12, Metal, Vulkan) |
| GPU Requirement | Standard | Standard | Compute shader capable |
Decision flow:
- Need ray tracing, volumetric clouds, or physically-based sky? --> HDRP
- Need to target mobile, WebGL, or widest platform range? --> URP
- Maintaining a legacy project with no migration budget? --> Built-in
- Starting a new project? --> URP (most projects) or HDRP (high fidelity)
Warning: Render pipelines are NOT interchangeable. Materials, shaders, and post-processing from one pipeline do not work in another without conversion. Upgrading Built-in materials to URP/HDRP requires the pipeline's material upgrader; objects render bright pink if their shader is incompatible.
Source: Render Pipelines
URP (Universal Render Pipeline)
URP is a prebuilt Scriptable Render Pipeline made by Unity for creating optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.
What ships with it
4 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.
- 3d ago First seen · 456 lines · 0 tokens per session scan A 0d26bf964979
unity-graphics is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 2mo ago), licensed MIT. It adds 5 tokens to every session and 5,220 once invoked, about $0.0000 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-graphics, differing in 3 lines, and is treated as a copy.
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