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-unity-editor-toolsgit 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-unity-editor-tools)<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.
<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>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 | $0.00117 | $0.01415 |
| Opus 5 | $0.00059 | $0.00707 |
| Sonnet 5 | $0.00023 | $0.00283 |
| Haiku 4.5 | $0.00012 | $0.00142 |
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.
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.
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
- Read
docs/ProjectConfig.yamlfor: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— iftrue, callrefresh_unityafter creating files.
- Check if the feature has an
Editor/asmdef — if not, create one. The Editor asmdef must reference the Runtime asmdef and haveEditoras its only Include Platform. - Read
docs/NAMING_CONVENTIONS.mdfor 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);
}
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.
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.
- 7d ago First seen · 157 lines · 117 tokens per session scan A dbaf9ba88b71
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.
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