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-scriptinggit 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-scripting)<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>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 | $0.00078 | $0.03924 |
| Opus 5 | $0.00039 | $0.01962 |
| Sonnet 5 | $0.00016 | $0.00785 |
| Haiku 4.5 | $0.00008 | $0.00392 |
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.
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.
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
UnityEnginenamespace) - Editor scripts -- Run only in the Editor (use
UnityEditornamespace, place inEditorfolders)
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
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.
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.
- 3d ago First seen · 495 lines · 78 tokens per session scan A 9c7c434964ee
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.
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