uw-unity-feature-scaffold

uw-unity-feature-scaffold is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 140 tokens per session (1,269 once invoked), scanned A, a copy of uw-unity-feature-scaffold, MIT.

A guide for adding a new, organized feature or system to a Unity project. It creates the feature’s folders, code boundaries, test area, namespace, and starter class.

In plain words
What is it for?
Use it to scaffold systems such as combat, player movement, health, or inventory in either feature-based or type-based project layouts.
Why use it?
It removes repetitive setup work and gives each feature a consistent place for its code, data, and tests.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to scaffold systems such as combat, player movement, health, or inventory in either feature-based or type-based project layouts.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/uw-unity-feature-scaffold
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-feature-scaffold
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

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README.md
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<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/uw-unity-feature-scaffold"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-unity-feature-scaffold.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 140 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,269 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 $0.00140 $0.01269
Opus 5 $0.00070 $0.00634
Sonnet 5 $0.00028 $0.00254
Haiku 4.5 $0.00014 $0.00127

Measured 8d ago against content hash cfa2cab26614, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

uw-unity-feature-scaffold 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.

Origin

This is a copy

100% identical to uw-unity-feature-scaffold — 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-feature-scaffold/SKILL.md · 137 lines

How it starts

The opening of the file, as written. The whole thing — 137 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Feature Scaffold

Generate a feature module with folders, assembly definitions, and a starter class based on docs/ProjectConfig.yaml.

Before You Start

  1. Read docs/ProjectConfig.yaml for:
    • project_name — derive root namespace by converting to PascalCase (e.g., "my cool game"MyCoolGame)
    • folder_strategy"feature-based" or "type-based"
    • architecture_pattern"so-first" or "di-first" (informs post-scaffold next steps)
    • mcp.unity_mcp — if true, call refresh_unity after creating files
  2. Ask the user for the feature name (PascalCase, e.g., Combat, PlayerMovement, Inventory).
  3. Derive the namespace: {RootNamespace}.{FeatureName} (e.g., MyCoolGame.Combat).
  4. Confirm the namespace with the user before generating files.

Folder Structures

Feature-based (folder_strategy: "feature-based"):

Assets/_Project/Features/{FeatureName}/
├── Scripts/
│   ├── {RootNamespace}.{FeatureName}.asmdef
│   └── {FeatureName}Manager.cs
├── Data/
└── Tests/
    └── {RootNamespace}.{FeatureName}.Tests.asmdef

Type-based (folder_strategy: "type-based"):

Assets/_Project/Scripts/{FeatureName}/
├── {RootNamespace}.{FeatureName}.asmdef
└── {FeatureName}Manager.cs
Assets/_Project/Tests/{FeatureName}/
└── {RootNamespace}.{FeatureName}.Tests.asmdef

Assembly Definition Templates

Feature asmdef

File: {RootNamespace}.{FeatureName}.asmdef

{
    "name": "{RootNamespace}.{FeatureName}",
    "rootNamespace": "{RootNamespace}.{FeatureName}",
    "references": [
        "GUID:{CoreAsmdefGUID}"
    ],
    "includePlatforms": [],
    "excludePlatforms": [],
    "allowUnsafeCode": false,
    "overrideReferences": false,
    "precompiledReferences": [],
    "autoReferenced": true,
    "defineConstraints": [],
    "versionDefines": [],
    "noEngineReferences": false
}

Test asmdef

File: {RootNamespace}.{FeatureName}.Tests.asmdef

{
    "name": "{RootNamespace}.{FeatureName}.Tests",
    "rootNamespace": "{RootNamespace}.{FeatureName}.Tests",
    "references": [
        "GUID:{FeatureAsmdefGUID}",
        "UnityEngine.TestRunner",
        "UnityEditor.TestRunner"
    ],
    "includePlatforms": [
        "Editor"
    ],
    "excludePlatforms": [],
    "allowUnsafeCode": false,
    "overrideReferences": true,
    "precompiledReferences": [
        "nunit.framework.dll"
    ],
    "autoReferenced": false,
    "defineConstraints": [
        "UNITY_INCLUDE_TESTS"
    ],
    "versionDefines": [],
    "noEngineReferences": false
}

Read the full file on GitHub · 137 lines

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. 8d ago First seen · 137 lines · 140 tokens per session scan A cfa2cab26614

Subscribe to this mod's changes

uw-unity-feature-scaffold is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (19 stars, last pushed 2mo ago), licensed MIT. It adds 140 tokens to every session and 1,269 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-unity-feature-scaffold, differing in 0 lines, and is treated as a copy.

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