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 makifbaysal/tasktrooper --skill unity-project-architecturegit clone --depth 1 https://github.com/makifbaysal/tasktrooperWrote 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/makifbaysal/tasktrooper/unity-project-architecture)<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/unity-project-architecture"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/unity-project-architecture/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/makifbaysal/tasktrooper/unity-project-architecture"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/unity-project-architecture.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 | $0.00056 | $0.01546 |
| Opus 5.5 | $0.00022 | $0.00618 |
| Sonnet 5.5 | $0.00011 | $0.00309 |
| Haiku 4.5 | $0.00006 | $0.00155 |
Grade A, and why
unity-project-architecture 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 4d 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.
How it starts
The opening of the file, as written. The whole thing — 118 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Project Architecture
Overview
Unity makes it easy to put everything in one MonoBehaviour that finds its collaborators with FindObjectOfType and a static Instance. That works for a jam and collapses after a few months: nothing is testable, compile times grow, and scene order decides behaviour. Structure the project as assemblies with a dependency direction, plain C# for rules, thin components for engine glue, and data in assets.
Core principle: Rules in plain C# assemblies, components as adapters, data in ScriptableObjects, dependencies passed in. The repository's existing layout and DI choice win.
Assemblies and direction
Game.Core (noEngineReferences: rules, math, state machines, save DTOs)
↑
Game.Runtime (MonoBehaviours, ScriptableObjects, adapters; references Core)
↑
Game.UI (views and presenters; references Runtime/Core, never the reverse)
Game.Editor (includePlatforms: Editor; tools, validators)
Tests.EditMode / Tests.PlayMode (test assemblies; see unity-testing)
{
"name": "Game.Core",
"rootNamespace": "Game.Core",
"references": [],
"noEngineReferences": true,
"autoReferenced": false
}
- An assembly per layer keeps compile times down and makes a wrong-way reference a compile error instead of a review comment.
Game.CorewithnoEngineReferences: truecan be compiled and tested by plaindotnet testwhen the editor is missing (testable-game-logic).- Gameplay never references UI; UI observes gameplay through events.
Components
// ❌ lookups every frame, public mutable fields, rules inside the component
public class Enemy : MonoBehaviour {
public int hp = 100;
void Update() {
var player = GameObject.Find("Player");
if (Vector3.Distance(transform.position, player.transform.position) < 5) GetComponent<Animator>().SetTrigger("Attack");
}
}
// ✅ cached references, serialized private fields, rule delegated to plain C#
[RequireComponent(typeof(Animator))]
public sealed class EnemyView : MonoBehaviour {
static readonly int AttackHash = Animator.StringToHash("Attack");
[SerializeField] EnemyDefinition definition;
Animator _animator; EnemyBrain _brain; ITargetProvider _targets;
public void Construct(ITargetProvider targets) => _targets = targets;
void Awake() { _animator = GetComponent<Animator>(); _brain = new EnemyBrain(definition.AttackRange); }
void Update() {
if (_brain.ShouldAttack(transform.position, _targets.PlayerPosition)) _animator.SetTrigger(AttackHash);
}
}
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.
- 4d ago First seen · 118 lines · 56 tokens per session scan A 860fe1ca7751
unity-project-architecture is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 56 tokens to every session and 1,546 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-09.
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i4h-workflow-train-rl
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reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.