unity-project-architecture

unity-project-architecture is a skill for Claude Code, Codex from makifbaysal/tasktrooper. It costs 56 tokens per session (1,546 once invoked), scanned A, original, Apache-2.0.

A set of design rules for structuring Unity projects written in C#. It separates game rules, engine-specific components, data assets, editor tools, and tests into clear layers.

In plain words
What is it for?
Use it when creating or reorganising Unity code, choosing between dependency injection and global singletons, setting up assembly definitions, or working with ScriptableObjects, input, Addressables, and serialization.
Why use it?
It helps prevent large scripts, hidden dependencies, scene-order bugs, and slow or difficult-to-test projects. It also covers safer data storage and newer Unity 6 APIs.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it when creating or reorganising Unity code, choosing between dependency injection and global singletons, setting up assembly definitions, or working with ScriptableObjects, input, Addressables, and serialization.

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Install with agentmods
npx agentmods add skills/makifbaysal/tasktrooper/unity-project-architecture
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 makifbaysal/tasktrooper --skill unity-project-architecture
Clone the repo
git clone --depth 1 https://github.com/makifbaysal/tasktrooper

Made for: Claude Code, Codex.

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.

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README.md
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Per session 56 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,546 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 original No closer match found 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 $0.00056 $0.01546
Opus 5.5 $0.00022 $0.00618
Sonnet 5.5 $0.00011 $0.00309
Haiku 4.5 $0.00006 $0.00155

Measured 4d ago against content hash 860fe1ca7751, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

catalog/agents/game-developer/skills/unity-project-architecture/SKILL.md · 118 lines

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.Core with noEngineReferences: true can be compiled and tested by plain dotnet test when 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);
    }
}

Read the full file on GitHub · 118 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. 4d ago First seen · 118 lines · 56 tokens per session scan A 860fe1ca7751

Subscribe to this mod's changes

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.