uw-unity-editor-tools

uw-unity-editor-tools is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 117 tokens per session (1,415 once invoked), scanned A, a copy of uw-unity-editor-tools, MIT.

A guide for creating custom tools inside the Unity Editor, such as inspectors, property controls, editor windows, scene markers, and editing handles. These tools change how developers and designers work in the editor.

In plain words
What is it for?
Use it to build designer-facing inspectors, visual scene helpers, batch-editing tools, and custom editor windows.
Why use it?
It helps make project-specific data easier to edit and prevents common editor problems such as broken undo support or changes that do not work with multiple selected objects.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to build designer-facing inspectors, visual scene helpers, batch-editing tools, and custom editor windows.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/uw-unity-editor-tools
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-unity-editor-tools
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-unity-editor-tools

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/uw-unity-editor-tools"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-unity-editor-tools.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 117 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,415 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 $0.00117 $0.01415
Opus 5 $0.00059 $0.00707
Sonnet 5 $0.00023 $0.00283
Haiku 4.5 $0.00012 $0.00142

Measured 7d ago against content hash dbaf9ba88b71, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

uw-unity-editor-tools 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 7d 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-unity-editor-tools — 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-unity-editor-tools/SKILL.md · 157 lines

How it starts

The opening of the file, as written. The whole thing — 157 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Editor Tools

Generate editor tooling that follows Unity best practices.

Before You Start

  1. Read docs/ProjectConfig.yaml for:
    • unity_version — UI Toolkit editor UI requires 2022.2+ (all Unity 6+ projects qualify).
    • ui_system — if "UIToolkit" or "Mixed", prefer UI Toolkit for editor UIs too (consistent approach).
    • mcp.unity_mcp — if true, call refresh_unity after creating files.
  2. Check if the feature has an Editor/ asmdef — if not, create one. The Editor asmdef must reference the Runtime asmdef and have Editor as its only Include Platform.
  3. Read docs/NAMING_CONVENTIONS.md for editor script naming.

Core Rules (Non-Negotiable)

// ALWAYS: Use SerializedProperty for inspector fields
SerializedProperty _healthProp;
void OnEnable() => _healthProp = serializedObject.FindProperty("_health");

// NEVER: Direct field access (breaks multi-edit, prefabs, undo)
((MyComponent)target)._health = EditorGUILayout.FloatField(((MyComponent)target)._health);
// ALWAYS: Record undo before modifications
Undo.RecordObject(target, "Changed patrol point");
myComponent.patrolPoints[i] = newPos;

// NEVER: Modify without undo
myComponent.patrolPoints[i] = newPos;
// ALWAYS: Mark dirty after changes in tools
EditorUtility.SetDirty(target);

// ALWAYS: Apply modified properties in inspectors
serializedObject.ApplyModifiedProperties();

Tool Selection

Need Tool Reference
Custom component UI in Inspector Custom Inspector references/custom-inspector.md
Reusable field decoration ([MinMax], [ReadOnly]) PropertyDrawer references/property-drawer.md
Standalone tool panel EditorWindow references/editor-window.md
Always-on spatial visualization OnDrawGizmos / OnDrawGizmosSelected Inline below
Interactive scene handles (draggable) Handles API Inline below

Gizmos (Quick Reference)

// In a MonoBehaviour — no Editor assembly needed
private void OnDrawGizmosSelected()
{
    Gizmos.color = new Color(0f, 1f, 0f, 0.3f);
    Gizmos.DrawWireSphere(transform.position, _radius);
}

Read the full file on GitHub · 157 lines

Files

What ships with it

3 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.

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. 7d ago First seen · 157 lines · 117 tokens per session scan A dbaf9ba88b71

Subscribe to this mod's changes

uw-unity-editor-tools is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (19 stars, last pushed 2mo ago), licensed MIT. It adds 117 tokens to every session and 1,415 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-unity-editor-tools, differing in 0 lines, and is treated as a copy.