unity-procedural-gen

unity-procedural-gen is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 78 tokens per session (5,815 once invoked), scanned A, a copy of unity-procedural-gen, MIT.

A guide to generating game worlds and content from rules and controlled randomness instead of placing everything by hand.

In plain words
What is it for?
Use it to create terrain, forests, tile maps, dungeons, rooms, and other generated content with adjustable settings, repeatable seeds, and constraints.
Why use it?
It helps prevent procedural content from becoming impossible to tune, reproduce, preview, or keep within design limits.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to create terrain, forests, tile maps, dungeons, rooms, and other generated content with adjustable settings, repeatable seeds, and constraints.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-procedural-gen/github.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-procedural-gen)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-procedural-gen"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-procedural-gen/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.

agentmods 80×15 button for unity-procedural-gen

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-procedural-gen"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-procedural-gen.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 78 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,815 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 $0.00078 $0.05815
Opus 5 $0.00039 $0.02908
Sonnet 5 $0.00016 $0.01163
Haiku 4.5 $0.00008 $0.00581

Measured 5d ago against content hash bc43aade9eb7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unity-procedural-gen 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 5d 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-procedural-gen — 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-procedural-gen/SKILL.md · 619 lines

How it starts

The opening of the file, as written. The whole thing — 619 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Procedural Generation -- Design Translation Patterns

Prerequisite skills: unity-3d-math (noise math, spatial operations), unity-data-driven (ScriptableObject configs for generation parameters), unity-editor-tools (preview tooling, custom inspectors)

These patterns address the most common procedural generation failure: Claude generates procedural content with hardcoded algorithms and no designer control. The result works once but cannot be tuned, previewed, or constrained. Designers need knobs, constraints, and preview tools -- not just algorithm code. Every generation system should expose its parameters as ScriptableObject configs, support seed-based reproducibility, and provide editor previews.


PATTERN 1: Noise-Based Generation

DESIGN INTENT: Designers want natural-feeling terrain ("rolling hills with occasional mountains") or placement ("dense forests with clearings"). They need to tune the character of randomness without touching code.

WRONG:

// Hardcoded single octave, no designer control, no reproducibility
float height = Mathf.PerlinNoise(x * 0.1f, y * 0.1f) * 10f;
terrain.SetHeight(x, y, height);

RIGHT: NoiseConfig ScriptableObject with frequency, amplitude, octaves, persistence, lacunarity, and offset. NoiseGenerator static utility class implements fractal Brownian motion (fBm) sampling. Supports domain warping for organic results. All parameters are designer-editable.

SCAFFOLD:

/// <summary>
/// Configuration for noise-based generation. Each biome or terrain type gets its own asset.
/// </summary>
[CreateAssetMenu(fileName = "New Noise Config", menuName = "ProcGen/Noise Config")]
public class NoiseConfig : ScriptableObject
{
    [Header("Base Noise")]
    [Range(0.001f, 1f)] public float frequency = 0.05f;
    [Range(0f, 100f)] public float amplitude = 10f;

    [Header("Fractal")]
    [Range(1, 8)] public int octaves = 4;
    [Range(0f, 1f)] public float persistence = 0.5f;
    [Range(1f, 4f)] public float lacunarity = 2f;

    [Header("Transform")]
    public Vector2 offset;
    [Range(0f, 1f)] public float domainWarpStrength = 0f;
}

/// <summary>
/// Stateless noise sampling utilities. Uses fBm for natural-looking results.
/// </summary>
public static class NoiseGenerator
{
    /// <summary>
    /// Samples 2D fractal Brownian motion noise at the given coordinates.
    /// </summary>
    /// <returns>Noise value scaled by config amplitude.</returns>
    public static float Sample2D(float x, float y, NoiseConfig config)
    {
        float sum = 0f;
        float freq = config.frequency;
        float amp = 1f;
        float maxAmp = 0f;

        for (int i = 0; i < config.octaves; i++)
        {
            float sampleX = (x + config.offset.x) * freq;
            float sampleY = (y + config.offset.y) * freq;
            sum += Mathf.PerlinNoise(sampleX, sampleY) * amp;
            maxAmp += amp;
            amp *= config.persistence;
            freq *= config.lacunarity;
        }

        return (sum / maxAmp) * config.amplitude;
    }
}

Read the full file on GitHub · 619 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. 5d ago First seen · 619 lines · 78 tokens per session scan A bc43aade9eb7

Subscribe to this mod's changes

unity-procedural-gen is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 78 tokens to every session and 5,815 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-procedural-gen, differing in 0 lines, and is treated as a copy.

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