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 uw-game-feel-integratorgit 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/uw-game-feel-integrator)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/uw-game-feel-integrator"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-game-feel-integrator/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.
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/uw-game-feel-integrator"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-game-feel-integrator.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00150 | $0.01633 |
| Opus 5 | $0.00075 | $0.00816 |
| Sonnet 5 | $0.00030 | $0.00327 |
| Haiku 4.5 | $0.00015 | $0.00163 |
Grade A, and why
uw-game-feel-integrator 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 8d 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 uw-game-feel-integrator — 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 — 147 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Feel Integrator
Apply juice to gameplay events using the GFD Feedback Matrix.
Before You Start
- Read
docs/ProjectConfig.yamlfor:feel_tools.tweening— which tween library ("dotween","primetween", or"none").feel_tools.feedback_system— feedback framework if any.feel_tools.audio— audio middleware.feel_tools.camera— camera system (Cinemachine, custom, etc.).mcp.unity_mcp— iftrue, callrefresh_unityafter creating files.
- Read
docs/GFD.mdfor the Feedback Matrix — it defines which events need which feedback channels. - Read
docs/CODING_STANDARDS.mdfor async patterns (Awaitable+CancellationToken) used in middleware-agnostic patterns.
Rule of Three
Every meaningful action needs feedback in at least 3 channels: Visual, Audio, Kinesthetic.
Middleware Reference
- DOTween: See references/dotween.md
- PrimeTween: See references/primetween.md
- No middleware: Use
async Awaitablecoroutines - Shader effects as feel: See references/shaders-as-feel.md — outline flash, dissolve, chromatic aberration, UV scroll, distortion
Theory & Inspiration
- Game feel foundations + Loic Jacob methodology: See references/gamefeel-theory.md
Universal Patterns (middleware-agnostic)
Hitstop
private async Awaitable Hitstop(float duration = 0.05f)
{
Time.timeScale = 0f;
await Awaitable.WaitForSecondsAsync(duration);
Time.timeScale = 1f;
}
Shake Profile
[System.Serializable]
public struct ShakeProfile
{
public float duration;
public float magnitude;
public static ShakeProfile Light => new() { duration = 0.1f, magnitude = 0.1f };
public static ShakeProfile Medium => new() { duration = 0.2f, magnitude = 0.3f };
public static ShakeProfile Heavy => new() { duration = 0.35f, magnitude = 0.6f };
}
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.
- 8d ago First seen · 147 lines · 150 tokens per session scan A 357b7ff3ce25
uw-game-feel-integrator is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (19 stars, last pushed 2mo ago), licensed MIT. It adds 150 tokens to every session and 1,633 once invoked, about $0.0007 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to uw-game-feel-integrator, differing in 0 lines, and is treated as a copy.
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