unity-level-design

unity-level-design is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 71 tokens per session (5,993 once invoked), scanned A, a copy of unity-level-design, MIT.

A guide to turning level-design ideas into reusable Unity systems. It covers triggers, events, encounters, checkpoints, respawning, scripted sequences, and loading parts of a level when needed.

In plain words
What is it for?
Use it when building interactive level triggers, enemy encounters, checkpoints, cinematics, environmental storytelling, or streamed scenes.
Why use it?
It creates a clear connection between what level designers place in the editor and what the game does during play. This reduces one-off scripts and broken checkpoint or loading behavior.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when building interactive level triggers, enemy encounters, checkpoints, cinematics, environmental storytelling, or streamed scenes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-level-design
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-level-design
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-level-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-level-design.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-level-design)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-level-design"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-level-design.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 5,993 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 $0.05993
Opus 5 $0.00036 $0.02996
Sonnet 5 $0.00014 $0.01199
Haiku 4.5 $0.00007 $0.00599

Measured 4d ago against content hash 8f7c237fbf61, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

unity-level-design 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 4d 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-level-design — 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-level-design/SKILL.md · 743 lines

How it starts

The opening of the file, as written. The whole thing — 743 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Level Design -- Design Translation Patterns

Prerequisite skills: unity-scene-assets (additive scenes, Addressables), unity-async-patterns (async loading, cancellation), unity-game-architecture (SO events, bootstrap)

Claude treats levels as static scene files with no contract layer between level designers and gameplay programmers. Triggers are one-off scripts with game logic jammed into OnTriggerEnter, encounters are hardcoded spawn sequences, and checkpoints break on scene reload because nobody thought about what state needs to survive. These patterns establish the translation layer: designers author intent through data assets and Inspector configuration, programmers provide the systems that honor that intent.


PATTERN 1: Trigger & Event Architecture

DESIGN INTENT: Level designers place trigger volumes in the editor that fire game events -- spawn enemies, play dialogue, open a door. The trigger is a generic, reusable component; the response is wired in the Inspector via ScriptableObject event channels.

WRONG:

// Each trigger is a bespoke script -- 47 of these in the project
public class Door3Trigger : MonoBehaviour
{
    public GameObject door;
    void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Player"))
            door.GetComponent<Animator>().SetTrigger("Open");
    }
}

Every trigger is a unique MonoBehaviour. No reuse, no designer control, no way to disable or reconfigure without code changes.

RIGHT: Generic TriggerZone component with configurable activation rules and SO event channel output. Designer wires event in Inspector -- zero per-trigger code.

using UnityEngine;

/// <summary>
/// Generic trigger volume that raises a GameEvent SO channel on activation.
/// Configurable activation count, tag filter, cooldown, and delay.
/// </summary>
[RequireComponent(typeof(Collider), typeof(Rigidbody))]
public class TriggerZone : MonoBehaviour
{
    public enum ActivationMode { Once, Repeating, NTimes }

    [Header("Activation Rules")]
    [SerializeField] ActivationMode _mode = ActivationMode.Once;
    [SerializeField] int _maxActivations = 1;
    [SerializeField] float _cooldownSeconds;
    [SerializeField] float _activationDelay;
    [SerializeField] string _requiredTag = "Player";
    [SerializeField] LayerMask _requiredLayer = ~0;

    [Header("Event Output")]
    [SerializeField] GameEvent _onActivated;

    int _activationCount;
    float _lastActivationTime = float.NegativeInfinity;

    // See unity-game-architecture for GameEvent SO channel pattern

    void Reset()
    {
        // Guarantee Rigidbody is kinematic and collider is trigger
        var rb = GetComponent<Rigidbody>();
        rb.isKinematic = true;
        GetComponent<Collider>().isTrigger = true;
    }

    void OnTriggerEnter(Collider other)
    {
        if (!PassesFilter(other)) return;
        if (!CanActivate()) return;
        _ = ActivateAsync();
    }

    bool PassesFilter(Collider other)
    {
        if (!string.IsNullOrEmpty(_requiredTag) && !other.CompareTag(_requiredTag))
            return false;
        if ((_requiredLayer & (1 << other.gameObject.layer)) == 0)
            return false;
        return true;
    }

    bool CanActivate()
    {
        if (_mode == ActivationMode.Once && _activationCount >= 1) return false;
        if (_mode == ActivationMode.NTimes && _activationCount >= _maxActivations) return false;
        if (Time.time - _lastActivationTime < _cooldownSeconds) return false;
        return true;
    }

    async Awaitable ActivateAsync()
    {
        if (_activationDelay > 0f)
            await Awaitable.WaitForSecondsAsync(_activationDelay, destroyCancellationToken);

        _activationCount++;
        _lastActivationTime = Time.time;
        _onActivated?.Raise();
    }
}

Read the full file on GitHub · 743 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. 4d ago First seen · 743 lines · 71 tokens per session scan A 8f7c237fbf61

Subscribe to this mod's changes

unity-level-design 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 5,993 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-level-design, differing in 0 lines, and is treated as a copy.

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