uw-dependency-injection

uw-dependency-injection is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 159 tokens per session (2,012 once invoked), scanned A, a copy of uw-dependency-injection, MIT.

A guide to dependency injection for Unity 6 projects using Reflex. Dependency injection means supplying a class with the services it needs instead of making it create them itself.

In plain words
What is it for?
Use it to configure Reflex containers, define feature scopes, inject services, organize commands and updates, and build a DI-first Unity architecture.
Why use it?
It helps large Unity projects keep services, features, and updates organized and testable. The guide also sets boundaries for when this architecture is suitable and when a simpler approach is better.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to configure Reflex containers, define feature scopes, inject services, organize commands and updates, and build a DI-first Unity architecture.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/uw-dependency-injection
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-dependency-injection
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-dependency-injection

README.md
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Your own site
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agentmods 80×15 button for uw-dependency-injection

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/uw-dependency-injection"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-dependency-injection.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 159 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,012 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 $0.00159 $0.02012
Opus 5 $0.00079 $0.01006
Sonnet 5 $0.00032 $0.00402
Haiku 4.5 $0.00016 $0.00201

Measured 6d ago against content hash 6ee33cbfc6df, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

uw-dependency-injection 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-dependency-injection — 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-dependency-injection/SKILL.md · 203 lines

How it starts

The opening of the file, as written. The whole thing — 203 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Dependency Injection (Reflex)

DI-first architecture for complex Unity projects. Only applies when ProjectConfig.yaml -> architecture_pattern: di-first. For simpler projects, use uw-scriptable-object-arch (SO-first) instead.

Before You Start

  1. Read docs/ProjectConfig.yaml for:
    • architecture_pattern — must be "di-first" for this skill to apply.
    • di_framework — should be "reflex" (the default and recommended framework).
    • mcp.unity_mcp — if true, call refresh_unity after creating files.
  2. Read docs/CODING_STANDARDS.md for async patterns (Awaitable + CancellationToken), access modifiers (internal for cross-class helpers within an asmdef), and class structure.
  3. Read docs/NAMING_CONVENTIONS.md for file/class naming.
  4. Ensure each feature module has its own .asmdef — create with uw-unity-feature-scaffold. Installers, Controllers, Services all live inside feature asmdefs.

When to Use DI vs SO-First

SO-First (default) DI-First
Small/medium scope Large/complex scope
Solo or small team Team with testing culture
Rapid prototyping Production architecture
Simple event-driven communication Cross-feature orchestration via Commands
ScriptableObject event channels Interface-based injection + factories

Both can coexist: DI containers can bind ScriptableObject data assets as singletons.

Reflex Setup

Install (OpenUPM): openupm install com.gustavopsantos.reflex Or UPM Git URL: https://github.com/gustavopsantos/reflex.git?path=/Assets/Reflex/

Container Hierarchy

RootScope (app lifetime — singletons, core services)
  +-- SceneScope (scene lifetime — per-scene services, controllers)
        +-- Manual child scopes (gameplay round, level, etc.)

Installer Pattern

Each feature module has one Installer that registers its bindings. The Installer lives inside the feature's .asmdef.

using Reflex.Core;
using UnityEngine;

namespace {RootNamespace}.Core
{
    public class CoreInstaller : MonoBehaviour, IInstaller
    {
        [SerializeField] private AudioSettingsData _audioSettings;

        public void InstallBindings(ContainerBuilder builder)
        {
            // Services (singleton, app lifetime)
            builder.AddSingleton(typeof(IAudioService), typeof(AudioService));
            builder.AddSingleton(typeof(IStateMachineService), typeof(StateMachineService));

            // SO data (inject existing asset as value)
            builder.AddInstance(_audioSettings);
        }
    }
}

Read the full file on GitHub · 203 lines

Files

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.

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 · 203 lines · 159 tokens per session scan A 6ee33cbfc6df

Subscribe to this mod's changes

uw-dependency-injection is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 159 tokens to every session and 2,012 once invoked, about $0.0008 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to uw-dependency-injection, differing in 0 lines, and is treated as a copy.

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