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-scriptable-object-archgit 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-scriptable-object-arch)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/uw-scriptable-object-arch"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-scriptable-object-arch/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-scriptable-object-arch"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-scriptable-object-arch.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 | $0.00139 | $0.01876 |
| Opus 5 | $0.00069 | $0.00938 |
| Sonnet 5 | $0.00028 | $0.00375 |
| Haiku 4.5 | $0.00014 | $0.00188 |
Grade A, and why
uw-scriptable-object-arch 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 9d 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-scriptable-object-arch — 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 — 195 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ScriptableObject Architecture
Generate SO patterns for data, events, and runtime collections.
Before You Start
- Read
docs/ProjectConfig.yamlfor:architecture_pattern—"so-first"(default, this skill is primary) or"di-first"(SOs still hold data, but events become Commands — seeuw-dependency-injection).mcp.unity_mcp— iftrue, callrefresh_unityafter creating files.
- Read
docs/TDD_Template.mdfor data architecture decisions. - Read
docs/NAMING_CONVENTIONS.mdfor SO file naming (PascalCase:SwordData.asset). - Ensure the feature has an
.asmdef— create withuw-unity-feature-scaffoldif needed.
Three Patterns
1. Data Container
Store game-tunable values in a ScriptableObject. Designers edit them in the Inspector without touching code.
using UnityEngine;
[CreateAssetMenu(fileName = "New WeaponData", menuName = "Game/Data/Weapon Data")]
public class WeaponData : ScriptableObject
{
[Header("Combat")]
[SerializeField] private float _damage = 10f;
[SerializeField] private float _fireRate = 0.5f;
[SerializeField] private float _range = 15f;
[Header("Ammo")]
[SerializeField] private int _maxAmmo = 30;
[SerializeField] private float _reloadTime = 1.5f;
[Header("Feel")]
[SerializeField] private ShakeProfile _hitShakeProfile;
[SerializeField] private AudioClip _fireSound;
[SerializeField] private GameObject _muzzleFlashPrefab;
// Read-only properties — game code reads, designers tune in Inspector
public float Damage => _damage;
public float FireRate => _fireRate;
public float Range => _range;
public int MaxAmmo => _maxAmmo;
public float ReloadTime => _reloadTime;
public ShakeProfile HitShakeProfile => _hitShakeProfile;
public AudioClip FireSound => _fireSound;
public GameObject MuzzleFlashPrefab => _muzzleFlashPrefab;
}
2. Event Channel
Decouple systems by broadcasting events through a ScriptableObject asset. Any system can subscribe without knowing who raises the event.
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.
- 9d ago First seen · 195 lines · 139 tokens per session scan A a61d03f187a6
uw-scriptable-object-arch is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (19 stars, last pushed 2mo ago), licensed MIT. It adds 139 tokens to every session and 1,876 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-scriptable-object-arch, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
swarm
Run a multi-agent audit of a codebase by spawning specialized parallel subagents (security, performance, tests, architecture, dead-code), then synthesize their findings into a single prioritized action plan. Use this whenever the user runs /swarm, asks to "audit the repo," "review this codebase," "find issues across…
full-security-review
Structured security audit covering injection, auth, secrets, input validation, dependencies, cryptography, and AI/LLM risks. Produces severity-graded findings.
accessibility
Audits code for WCAG 2.2 AA compliance and provides design guidance for accessible components. Covers semantic HTML, ARIA, keyboard nav, contrast, focus management, and motion.
git-workflow
Enforces the release-branch Git model: scaffold feature branches, open PRs with review checks, cut releases with tags, and view workflow reference.
log-correlation
Correlates and troubleshoots logs across OS (Linux/macOS), AWS (CloudWatch, CloudTrail, ALB, Lambda), application (JSON, logfmt), and web servers (Nginx, Apache).
api-design
Designs REST, GraphQL, and gRPC APIs (OpenAPI/schema/proto output) and reviews existing APIs for consistency, best practices, and breaking change risks.