unity

unity is a skill for Claude Code from MonumentalSystems/Atlas-Agent-Teams. It costs 13 tokens per session (1,074 once invoked), scanned A, original, MIT.

A reference skill for building projects in Unity, a game engine, including project structure, reusable game objects, scenes, settings, and C# scripts.

In plain words
What is it for?
Use it when organizing Unity projects, working with scenes, prefabs, components, physics, rendering, input, or Unity script lifecycle methods.
Why use it?
It gives the agent shared terminology and workflows for Unity projects and 3D asset integration.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the 3d-design plugin — 9 skills, 2 commands, 7 agents, 1 hook, 7 MCP servers shipped together

Good fit Use it when organizing Unity projects, working with scenes, prefabs, components, physics, rendering, input, or Unity script lifecycle methods.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/monumentalsystems/atlas-agent-teams/unity
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 MonumentalSystems/Atlas-Agent-Teams --skill unity
Clone the repo
git clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-Teams

Made for: Claude Code.

Or install 3d-design, the plugin that ships this one along with the rest of its 9 skills, 2 commands, 7 agents, 1 hook, 7 MCP servers.

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 unity

README.md
[![agentmods](https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/unity/github.svg)](https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/unity)
Your own site
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/unity"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/unity/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 unity

Your own site · 80×15
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/unity"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/unity.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 13 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,074 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 $0.00013 $0.01074
Opus 5.5 $0.00005 $0.00430
Sonnet 5.5 $0.00003 $0.00215
Haiku 4.5 $0.00001 $0.00107

Measured 1mo ago against content hash 2bd9f20a9d1c, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity 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 1mo 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.

teams/3d-design/skills/unity/SKILL.md · 120 lines

How it starts

The opening of the file, as written. The whole thing — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Engine

Unity Fundamentals

Project Structure

  • Assets Folder: Contains all project assets (models, textures, materials, scripts)
  • Scenes: Individual levels or environments
  • Prefabs: Reusable game object templates
  • Packages: External libraries and tools via Unity Package Manager
  • Project Settings: Global configuration for physics, graphics, input, etc.

GameObject Hierarchy

  • Transform: Position, rotation, and scale of objects
  • Parent-Child Relationships: Object hierarchy for organization and transformation
  • Components: Modular functionality attached to GameObjects
  • Tags and Layers: Organization and filtering for game logic

Unity Scripting and C# Basics

MonoBehaviour Lifecycle

  • Awake(): Called when script instance is loaded
  • Start(): Called before first Update frame
  • Update(): Called once per frame
  • FixedUpdate(): Called at fixed time intervals for physics
  • LateUpdate(): Called after all Update calls complete
  • OnDestroy(): Called when GameObject is destroyed

Common Unity APIs

  • Transform: Access position, rotation, scale
  • Rigidbody: Physics simulation
  • Collider: Collision detection
  • Renderer: Visual rendering control
  • Animation: Animation playback control
  • Animator: State machine for animations

Prefab and Component Architecture

Prefabs

  • Creating Prefabs: Drag GameObject to Project window
  • Prefab Variants: Inherit from base prefab with overrides
  • Nested Prefabs: Prefabs containing other prefabs
  • Prefab Mode: Edit prefabs in isolation
  • Prefab Overrides: Apply or revert changes to prefabs

Components

  • Mesh Renderer: Renders 3D meshes
  • Mesh Filter: Holds mesh data
  • Skinned Mesh Renderer: Renders animated meshes
  • Animator: Controls animation playback
  • Rigidbody: Physics simulation
  • Collider: Collision detection

Unity Asset Pipeline and Addressables

Asset Import

  • Model Import Settings: Scale, normals, tangents, animation clips
  • Texture Import Settings: Compression, max size, mipmaps
  • Audio Import Settings: Compression, load type, format
  • Asset Bundles: Package assets for runtime loading

Read the full file on GitHub · 120 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. 1mo ago First seen · 120 lines · 13 tokens per session scan A 2bd9f20a9d1c

Subscribe to this mod's changes

unity is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (34 stars, last pushed 2mo ago), licensed MIT. It adds 13 tokens to every session and 1,074 once invoked, about $0.0001 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 2026-08-30.

Related

Other skills, from other repositories

playtest-report

Structured playtest report template, or turn existing playtest notes into structured feedback.

Donchitos/Claude-Code-Game-Studios · 20 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

unity-manual-component

Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.

Besty0728/Unity-Skills · 36 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens