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-platformsnpx skills add IdoCohen560/claude-unity-game-studio --skill unity-platformsgit 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-platforms)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-platforms"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-platforms.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 | $0.00077 | $0.03588 |
| Opus 5 | $0.00039 | $0.01794 |
| Sonnet 5 | $0.00015 | $0.00718 |
| Haiku 4.5 | $0.00008 | $0.00359 |
Grade A, and why
unity-platforms 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 yesterday.
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-platforms — 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 — 434 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Platforms Skill
Supported Platforms
Unity 6 supports the following platform categories:
- Desktop: Windows, macOS, Linux
- Mobile: Android, iOS
- Emerging: visionOS, tvOS
- Web: WebGL (including Facebook Instant Games)
- Server: Dedicated Server
- Embedded: Embedded Linux, QNX
- UWP: Universal Windows Platform
- Closed Platforms: PlayStation, Xbox (Game Core), Nintendo (require confidentiality/legal agreements and registration via Platform Module Installation)
Build Profiles and Settings
Build Profiles replace the old Build Settings window. A build profile is a set of configuration settings for building your application on a particular platform.
Two Profile Types
- Platforms: Display currently installed platforms with shared settings across all configurations. Enabling options like Development Build applies universally. Platforms share identical scene data across profiles.
- Build Profiles: Independent configurations not shared across platforms. Each can specify unique scenes and settings. Stored as asset files compatible with version control.
Key Features
- Custom naming for organizing multiple build configurations
- Version control integration (profiles stored as asset files)
- Per-profile scene assignment
- Development builds (debug symbols, Profiler access) and release builds
- Access via File > Build Profiles
- Duplicate a platform via right-click > "Copy to new profile"
Scene Management
Scenes are managed per-profile. You can add, exclude, remove, and reorder scenes in your build. Each unique Scene file represents a unique level or screen.
Platform Scripting Defines
Use #if directives to conditionally compile code per platform.
Platform Defines
| Define | Platform |
|---|---|
UNITY_EDITOR |
Any Editor code |
UNITY_EDITOR_WIN |
Windows Editor |
UNITY_EDITOR_OSX |
macOS Editor |
UNITY_EDITOR_LINUX |
Linux Editor |
UNITY_STANDALONE_OSX |
macOS Standalone |
UNITY_STANDALONE_WIN |
Windows Standalone |
UNITY_STANDALONE_LINUX |
Linux Standalone |
UNITY_STANDALONE |
Any Standalone (Win/Mac/Linux) |
UNITY_SERVER |
Dedicated Server |
UNITY_IOS |
iOS |
UNITY_ANDROID |
Android |
UNITY_TVOS |
tvOS |
UNITY_VISIONOS |
visionOS |
UNITY_WEBGL |
WebGL |
UNITY_WSA |
Universal Windows Platform |
UNITY_WSA_10_0 |
UWP 10.0 |
UNITY_EMBEDDED_LINUX |
Embedded Linux |
UNITY_QNX |
QNX |
UNITY_FACEBOOK_INSTANT_GAMES |
Facebook Instant Games |
What ships with it
2 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.
- yesterday First seen · 434 lines · 77 tokens per session scan A 1dcaf8335d58
unity-platforms is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 1mo ago), licensed MIT. It adds 77 tokens to every session and 3,588 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-platforms, differing in 0 lines, and is treated as a copy.
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