unity-gameplay-patterns

unity-gameplay-patterns is a skill for Claude Code from MRCalderon3D/everything-game-dev-code. It costs 21 tokens per session (340 once invoked), scanned A, original, MIT.

A guide to structuring Unity gameplay systems so ownership, startup order, data, runtime state, and views remain clear. It uses familiar Unity building blocks such as scenes, prefabs, and ScriptableObjects deliberately.

In plain words
What is it for?
Use it to map initialization and lifetimes, choose architecture patterns, separate authored data from runtime state, and identify common design mistakes.
Why use it?
It reduces hidden dependencies caused by scene wiring, accidental global state, broad searches, and unclear system lifetimes.

Skill for Claude Code

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

Part of the everything-game-dev-code plugin — 74 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

Good fit Use it to map initialization and lifetimes, choose architecture patterns, separate authored data from runtime state, and identify common design mistakes.

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Install with agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/unity-gameplay-patterns
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 MRCalderon3D/everything-game-dev-code --skill unity-gameplay-patterns
Clone the repo
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code

Made for: Claude Code.

Or install everything-game-dev-code, the plugin that ships this one along with the rest of its 74 skills, 67 commands, 42 agents, 3 hooks, 6 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-gameplay-patterns

README.md
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Your own site
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/unity-gameplay-patterns"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/unity-gameplay-patterns/github.svg" alt="Measured on agentmods" height="20"></a>

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agentmods 80×15 button for unity-gameplay-patterns

Your own site · 80×15
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/unity-gameplay-patterns"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/unity-gameplay-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 21 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 340 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 $0.00021 $0.00340
Opus 5.5 $0.00008 $0.00136
Sonnet 5.5 $0.00004 $0.00068
Haiku 4.5 $0.00002 $0.00034

Measured 6d ago against content hash 7a8493e679c5, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-gameplay-patterns 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.

skills/unity/unity-gameplay-patterns/SKILL.md · 60 lines

What it actually says

Unity Gameplay Patterns

Purpose

Use common Unity gameplay architecture patterns without hiding ownership inside scenes or inspector wiring.

Use When

  • building Unity gameplay systems
  • scene and prefab complexity is growing
  • system lifetime is unclear

Inputs

  • feature behavior
  • scene flow
  • data needs
  • performance constraints

Process

  1. define runtime ownership and initialization order
  2. keep authored data, runtime state, and view behavior distinct
  3. use prefabs and ScriptableObjects intentionally
  4. avoid accidental singleton sprawl and broad Find usage
  5. document scene and system lifetime rules

Outputs

  • Unity gameplay architecture notes
  • lifecycle map
  • pattern choices
  • anti-pattern warnings

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
  • unity-reviewer
  • technical-design-lead
  • gameplay-programmer
  • unity-review
  • tech-design
  • unity-scene-audit

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.
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. 6d ago First seen · 60 lines · 21 tokens per session scan A 7a8493e679c5

Subscribe to this mod's changes

unity-gameplay-patterns is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (95 stars, last pushed 7d ago), licensed MIT. It adds 21 tokens to every session and 340 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.

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