uw-code-review

uw-code-review is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 124 tokens per session (1,071 once invoked), scanned A, a copy of uw-code-review, MIT.

A pre-commit checklist for reviewing Unity C# code against a project's coding rules, naming rules, and documented game requirements. It also checks whether documented behavior has matching tests.

In plain words
What is it for?
Use it to review Unity code before commits, check Inspector fields and component access, verify async and input rules, and compare implementation with Gherkin scenarios.
Why use it?
It catches quality, consistency, safety, and missing-test problems before code is committed. This gives developers a final review step after implementation and passing tests.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to review Unity code before commits, check Inspector fields and component access, verify async and input rules, and compare implementation with Gherkin scenarios.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/uw-code-review"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-code-review.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 124 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,071 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 $0.00124 $0.01071
Opus 5 $0.00062 $0.00535
Sonnet 5 $0.00025 $0.00214
Haiku 4.5 $0.00012 $0.00107

Measured 6d ago against content hash 69bd9ef4a1fc, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

uw-code-review 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 6d 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 uw-code-review — 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/uw-code-review/SKILL.md · 84 lines

How it starts

The opening of the file, as written. The whole thing — 84 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Code Review

Pre-commit quality gate. Read the target files, then run this checklist. Output one structured report per review. Fix all issues before committing.

Before You Start

  1. Read docs/CODING_STANDARDS.md for formatting, class structure, serialization, null safety, and async rules.
  2. Read docs/NAMING_CONVENTIONS.md for naming rules (private fields, properties, files, asmdefs).
  3. Read docs/GDD.md for Gherkin scenarios — every scenario should have a corresponding test.
  4. Read the files being reviewed in full before assessing.

Checklist

1. Rules Compliance

  • All Inspector fields use [SerializeField] private — no public fields on MonoBehaviours
  • All component references cached in Awake() or Start() — never in Update/FixedUpdate/LateUpdate
  • GameDebug used instead of Debug.Log / Debug.LogError / Debug.LogWarning
  • New Input System only — no Input.GetKey* / Input.GetAxis*
  • TryGetComponent<T>() preferred over GetComponent<T>() where component may be absent
  • No Unity API calls from background threads
  • No .meta file modifications

2. Naming Conventions

  • Private fields: _camelCase
  • Public properties & methods: PascalCase
  • Parameters & local variables: camelCase
  • Booleans: is/has/can/should prefix (e.g. _isGrounded, CanJump)
  • Events: On prefix (e.g. OnDeath)
  • Static fields: s_camelCase
  • Class name matches file name

3. Code Quality

  • No magic numbers or hardcoded strings — use constants, ScriptableObjects, or serialized fields
  • No FindObjectOfType<T>() or GameObject.Find() (except in editor-only code)
  • No cross-assembly references that violate the TDD's asmdef dependency graph
  • K&R braces (opening brace on same line)
  • 4-space indentation (no tabs)

4. Performance

  • No new allocations inside Update/FixedUpdate/LateUpdate (no GC pressure in hot paths)
  • Particles are pooled or have Stop Action set to Destroy with pool backing
  • DOTween/PrimeTween tweens are killed in OnDestroy or OnDisable
  • No string concatenation in hot paths — use GameDebug with conditional compilation

Read the full file on GitHub · 84 lines

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. 6d ago First seen · 84 lines · 124 tokens per session scan A 69bd9ef4a1fc

Subscribe to this mod's changes

uw-code-review is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (19 stars, last pushed 2mo ago), licensed MIT. It adds 124 tokens to every session and 1,071 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to uw-code-review, differing in 0 lines, and is treated as a copy.

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