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 MRCalderon3D/everything-game-dev-code --skill unity-csharp-standardsgit clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-codeWrote 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/mrcalderon3d/everything-game-dev-code/unity-csharp-standards)<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/unity-csharp-standards"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/unity-csharp-standards/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/mrcalderon3d/everything-game-dev-code/unity-csharp-standards"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/unity-csharp-standards.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 | $0.00025 | $0.00352 |
| Opus 5.5 | $0.00010 | $0.00141 |
| Sonnet 5.5 | $0.00005 | $0.00070 |
| Haiku 4.5 | $0.00003 | $0.00035 |
Grade A, and why
unity-csharp-standards 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 6d 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.
What it actually says
Unity Csharp Standards
Purpose
Apply Unity-specific C# standards that preserve readability, testability, and safe engine integration.
Use When
- starting or refactoring Unity gameplay code
- MonoBehaviours are becoming too large
- code review needs consistent expectations
Inputs
- feature scope
- existing architecture
- performance constraints
- team conventions
Process
- keep gameplay logic testable outside Unity where practical
- limit MonoBehaviour responsibility to composition and engine-facing glue
- separate runtime, editor, and test code cleanly
- control serialization and inspector exposure intentionally
- watch allocation-heavy patterns in hot paths
Outputs
- coding guideline application
- review notes
- refactor targets
- safer engine integration
Quality Bar
- respects Unity lifecycle, serialization, and content authoring realities
- keeps editor/runtime/test boundaries clean
- prevents scene, prefab, and package complexity from becoming hidden architecture
Common Failure Modes
- inspector wiring being the only source of truth
- overusing MonoBehaviours or scene setup as architecture
- package or scene drift reaching release without review
Related Agents
- unity-reviewer
- code-reviewer
- gameplay-programmer
Related Commands
- unity-review
- refactor-clean
- verify
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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.
- 6d ago First seen · 60 lines · 25 tokens per session scan A 8e082fb2197c
unity-csharp-standards is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (95 stars, last pushed 7d ago), licensed MIT. It adds 25 tokens to every session and 352 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 2026-10-10.
Other skills, from other repositories
code-review
Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.
cgs-architecture-review
Use for architecture review tasks that review architecture for layer violations, scalability risks, engine misuse, testing seams, and production readiness; produce verification evidence, changed or proposed files, and handoff boundaries.
cgs-code-review
Use for code review tasks that review changes for correctness, maintainability, security, tests, engine idioms, and scope control; produce verification evidence, changed or proposed files, and handoff boundaries.
cgs-create-control-manifest
Use for create control manifest tasks that define implementation rules, boundaries, allowed dependencies, validation commands, and review gates; produce verification evidence, changed or proposed files, and handoff boundaries.
cgs-design-review
Use for design review tasks that review design artifacts against pillars, player experience, production scope, and downstream implementation risk; produce verification evidence, changed or proposed files, and handoff boundaries.
cgs-localize
Use for localize tasks that plan localization keys, context, screenshots, pluralization, text expansion, and review workflow; produce verification evidence, changed or proposed files, and handoff boundaries.