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-scene-assetsgit 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-scene-assets)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-scene-assets"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-scene-assets/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-scene-assets"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-scene-assets.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 | $0.00059 | $0.02882 |
| Opus 5 | $0.00030 | $0.01441 |
| Sonnet 5 | $0.00012 | $0.00576 |
| Haiku 4.5 | $0.00006 | $0.00288 |
Grade A, and why
unity-scene-assets 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.
This is a copy
100% identical to unity-scene-assets — 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 — 328 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Scene & Asset Management -- Decision Patterns
Prerequisite skills:
unity-foundations/references/prefabs-and-scenes.md(SceneManager API, additive loading),unity-async-patterns(Addressables handle lifecycle, async loading),unity-game-architecture(bootstrap patterns)
These patterns address the most common asset management failures: Claude hardcodes Resources.Load, ignores async loading, and does not account for memory lifecycle.
PATTERN: Scene Architecture Strategy
WHEN: Structuring a project's scenes for a real game (not a prototype)
DECISION:
- Single scene -- Game jam, prototype, tiny game. Everything in one scene. No loading, no complexity. Outgrow it quickly.
- Scene-per-level -- Linear progression (platformers, puzzle games).
LoadScene(name, LoadSceneMode.Single)between levels. Clean separation but no shared state withoutDontDestroyOnLoad. - Additive scene composition -- Open worlds, persistent HUD, shared systems. A "Boot" or "Persistent" scene stays loaded, gameplay/UI scenes load additively. Most flexible, most complex.
SCAFFOLD (Additive scene coordinator):
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneCoordinator : MonoBehaviour
{
[SerializeField] private string persistentSceneName = "Persistent";
private string _currentContentScene;
public static SceneCoordinator Instance { get; private set; }
void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetStatic() => Instance = null;
/// <summary>
/// Load a content scene additively, unloading the previous one.
/// The persistent scene stays loaded.
/// </summary>
public async Awaitable LoadContentScene(string sceneName)
{
// Unload previous content scene
if (!string.IsNullOrEmpty(_currentContentScene))
{
await SceneManager.UnloadSceneAsync(_currentContentScene);
}
// Load new content scene
await SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
_currentContentScene = sceneName;
// Set active scene for lighting and new object spawning
SceneManager.SetActiveScene(SceneManager.GetSceneByName(sceneName));
}
}
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.
- 5d ago First seen · 328 lines · 59 tokens per session scan A 502f35833277
unity-scene-assets is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 59 tokens to every session and 2,882 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-scene-assets, differing in 0 lines, and is treated as a copy.
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