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-ui-patternsnpx skills add IdoCohen560/claude-unity-game-studio --skill unity-ui-patternsgit 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-ui-patterns)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-ui-patterns"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-ui-patterns.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 | $0.05531 |
| Opus 5 | $0.00039 | $0.02766 |
| Sonnet 5 | $0.00016 | $0.01106 |
| Haiku 4.5 | $0.00008 | $0.00553 |
Grade A, and why
unity-ui-patterns 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 2d 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-ui-patterns — 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 — 748 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UI/UX Patterns -- Design Translation Patterns
Prerequisite skills:
unity-ui(UI Toolkit API, USS/UXML, data binding),unity-async-patterns(async transitions, cancellation),unity-game-architecture(events, Service Locator)
Claude builds UI as monolithic scripts mixing data fetching, display, and animation. Works for one screen, unmaintainable when a designer adds transitions, dynamic lists, or multiple screens. These patterns separate structure from behavior, make screens composable, and keep juice designer-configurable.
PATTERN: Screen Flow Architecture
DESIGN INTENT: Game has multiple screens (MainMenu, Settings, Inventory, HUD, PauseMenu) with navigation flows and back-button support.
WRONG:
// One MonoBehaviour per screen with direct references -- breaks on every new screen
public class MainMenu : MonoBehaviour
{
[SerializeField] private GameObject settingsPanel;
[SerializeField] private GameObject inventoryPanel;
public void OnSettingsClicked()
{
gameObject.SetActive(false);
settingsPanel.SetActive(true); // Direct coupling
}
public void OnBackFromSettings()
{
settingsPanel.SetActive(false);
gameObject.SetActive(true); // Every screen knows every other screen
}
}
RIGHT: ScreenManager with stack-based navigation (push/pop). Each screen implements IScreen with ShowAsync/HideAsync. Screens loaded from UXML templates via UIDocument. Navigation decoupled from screen logic -- screens never reference each other.
SCAFFOLD:
using System;
using System.Threading;
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// Contract for all navigable screens.
/// </summary>
public interface IScreen
{
/// <summary>Display name used for debugging and stack inspection.</summary>
string ScreenName { get; }
/// <summary>Transition the screen into view.</summary>
Awaitable ShowAsync(CancellationToken ct);
/// <summary>Transition the screen out of view.</summary>
Awaitable HideAsync(CancellationToken ct);
}
/// <summary>
/// Stack-based screen navigator. Push screens to go forward, pop to go back.
/// </summary>
public class ScreenManager : MonoBehaviour
{
[SerializeField] private UIDocument uiDocument;
private readonly System.Collections.Generic.Stack<IScreen> _screenStack = new();
private bool _isTransitioning;
public static ScreenManager Instance { get; private set; }
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetStatic() => Instance = null;
void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
}
/// <summary>Push a new screen onto the stack, hiding the current one.</summary>
public async Awaitable PushAsync(IScreen screen)
{
if (_isTransitioning) return;
_isTransitioning = true;
var ct = destroyCancellationToken;
if (_screenStack.TryPeek(out var current))
{
await current.HideAsync(ct);
}
_screenStack.Push(screen);
await screen.ShowAsync(ct);
_isTransitioning = false;
}
/// <summary>Pop the current screen and reveal the one beneath it.</summary>
public async Awaitable PopAsync()
{
if (_isTransitioning || _screenStack.Count <= 1) return;
_isTransitioning = true;
var ct = destroyCancellationToken;
var leaving = _screenStack.Pop();
await leaving.HideAsync(ct);
if (_screenStack.TryPeek(out var revealed))
{
await revealed.ShowAsync(ct);
}
_isTransitioning = false;
}
}
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.
- 2d ago First seen · 748 lines · 78 tokens per session scan A 51a0fb1ab5bd
unity-ui-patterns is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 1mo ago), licensed MIT. It adds 78 tokens to every session and 5,531 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-ui-patterns, differing in 0 lines, and is treated as a copy.
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