unity-scripting

unity-scripting is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 78 tokens per session (3,924 once invoked), scanned A, a copy of unity-scripting, MIT.

A guide to writing Unity scripts in C#, including components, data assets, events, asynchronous work, and the order in which scripts run.

In plain words
What is it for?
Use it to build MonoBehaviour components, ScriptableObject data assets, runtime and editor tools, lifecycle code, coroutines, and event-driven systems.
Why use it?
It helps avoid lifecycle-order bugs, misplaced editor code, and confusion about how scripts interact with GameObjects and reusable data.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to build MonoBehaviour components, ScriptableObject data assets, runtime and editor…

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-scripting.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-scripting)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-scripting"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-scripting.svg" alt="Measured on agentmods" 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 3,924 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 $0.03924
Opus 5 $0.00039 $0.01962
Sonnet 5 $0.00016 $0.00785
Haiku 4.5 $0.00008 $0.00392

Measured 3d ago against content hash 9c7c434964ee, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

unity-scripting 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.

Origin

This is a copy

100% identical to unity-scripting — 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-scripting/SKILL.md · 495 lines

How it starts

The opening of the file, as written. The whole thing — 495 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity C# Scripting

Script Fundamentals

C# scripts (.cs files) are stored in the Assets folder. Scripts gain Unity functionality by inheriting from built-in types:

  • UnityEngine.Object -- Makes custom types assignable to Inspector fields
  • MonoBehaviour -- Attaches to GameObjects as components to control behavior in a scene
  • ScriptableObject -- Standalone data assets not attached to GameObjects

Scripts operate in two contexts:

  • Runtime scripts -- Execute in the Player build (use UnityEngine namespace)
  • Editor scripts -- Run only in the Editor (use UnityEditor namespace, place in Editor folders)

MonoBehaviour Lifecycle

MonoBehaviours always exist as a Component of a GameObject. The lifecycle event functions execute in a strict order. You cannot rely on the order in which the same event function is invoked for different GameObjects unless configured via Script Execution Order settings.

Execution Order (ASCII Diagram)

INITIALIZATION
  |
  v
[Awake] ---------> Called when script instance loads (once per lifetime)
  |
  v
[OnEnable] ------> Called when object/component becomes enabled
  |
  v
(SceneManager.sceneLoaded fires here -- after OnEnable, before Start)
  |
  v
[Start] ---------> Called before first frame Update (once per lifetime)
  |
  |
  |  +===========================================+
  |  |          PHYSICS LOOP (fixed timestep)    |
  |  |                                           |
  +->| [FixedUpdate] --> Internal Physics ------>|
  |  |       |                                   |
  |  | [yield WaitForFixedUpdate resumes]        |
  |  +===========================================+
  |
  v
[Update] --------> Called once per frame
  |
  v
[yield null / yield WaitForSeconds resumes]
  |
  v
(Internal Animation Update)
  |   [OnAnimatorMove]
  |   [OnAnimatorIK]
  |
  v
[LateUpdate] ----> Called after all Update functions complete
  |
  v
RENDERING
  | [OnWillRenderObject]
  | [OnPreCull] [OnBecameVisible/Invisible]
  | [OnPreRender]
  | [OnRenderObject]
  | [OnPostRender]
  | [OnRenderImage]
  |
  v
[OnGUI] ---------> Called for GUI rendering events
  |
  v
[yield WaitForEndOfFrame resumes]
  |
  v
DEACTIVATION / TEARDOWN
  |
  v
[OnDisable] -----> Called when component/object is disabled
  |
  v
[OnDestroy] -----> Called before object destruction

Read the full file on GitHub · 495 lines

Files

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.

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. 3d ago First seen · 495 lines · 78 tokens per session scan A 9c7c434964ee

Subscribe to this mod's changes

unity-scripting is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 2mo ago), licensed MIT. It adds 78 tokens to every session and 3,924 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-scripting, differing in 0 lines, and is treated as a copy.

Related

Other skills, from other repositories

unity-coder

Use when implementing Unity C# code to follow proper coding guidelines, naming conventions, member ordering, and Unity-specific patterns.

DmitriyYukhanov/claude-plugins · 27 tokens

unity-dev

Start Unity C# development workflow with architecture, implementation, review, and testing phases.

DmitriyYukhanov/claude-plugins · 19 tokens

swarm

Run a multi-agent audit of a codebase by spawning specialized parallel subagents (security, performance, tests, architecture, dead-code), then synthesize their findings into a single prioritized action plan. Use this whenever the user runs /swarm, asks to "audit the repo," "review this codebase," "find issues across…

Zintellix/Claude-Skills · 138 tokens

dotnet-backend-expert

This skill should be used when the user is writing, reviewing, debugging, or architecting pure .NET backend code for Kestrel-hosted services. It provides expert critique for REST endpoints, SignalR hubs, TypeScript/React client integration shape, pragmatic Rust interop, application services, AppHost-aware project…

mathisk2095/jko-claude-plugins · 181 tokens

format-python

Format Python source files with Black and isort, then report any remaining lint issues. Use when the user asks to format, clean up, tidy, or fix the style of Python code.

JSchOBL/agentic-ai-learning-journey · 41 tokens

csharp-zero-gc

C# zero-GC engineering plans. Use when the user asks to make a system allocation-free, or mentions zero-GC, zero allocation, GC spikes, per-frame allocation budgets, object pooling systems, or preventing GC regressions. Produces a plan with commitment levels, acceptance criteria and regression guards, not a one-off…

tianzhiying/Unity-perf · 74 tokens