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 agentmods add skills/nice-wolf-studio/unity-claude-skills/unity-3d-mathnpx skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-3d-mathgit clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-skillsWrote 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/nice-wolf-studio/unity-claude-skills/unity-3d-math)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-3d-math"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-3d-math.svg" alt="Measured on agentmods" 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 | $0.00071 | $0.03755 |
| Opus 5 | $0.00036 | $0.01878 |
| Sonnet 5 | $0.00014 | $0.00751 |
| Haiku 4.5 | $0.00007 | $0.00376 |
Grade A, and why
unity-3d-math 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unity-3d-math — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 413 lines — stays where its author put it; the contents beside it link to each section on GitHub.
3D Math & Spatial Reasoning -- Correctness Patterns
Prerequisite skills:
unity-scripting(Vector3/Quaternion API),unity-foundations(Transform, GameObjects),unity-physics(raycasting basics)
These patterns target the most dangerous Claude failure mode: plausible-looking math that compiles but produces wrong results. Each pattern documents Claude's default mistake and the correct Unity approach.
PATTERN: Coordinate Space -- TransformPoint vs TransformDirection
WHEN: Converting between local and world space
WRONG (Claude default):
// Using TransformDirection for a position offset
Vector3 worldPos = transform.TransformDirection(localOffset);
RIGHT:
// Positions: TransformPoint (applies position + rotation + scale)
Vector3 worldPos = transform.TransformPoint(localOffset);
// Directions: TransformDirection (applies rotation only, ignores scale)
Vector3 worldDir = transform.TransformDirection(localDir);
// Vectors: TransformVector (applies rotation + scale, no position)
Vector3 worldVec = transform.TransformVector(localVec);
GOTCHA: TransformDirection ignores scale -- if the parent has non-uniform scale and you need the direction scaled, use TransformVector. For the inverse operations, use InverseTransformPoint, InverseTransformDirection, InverseTransformVector.
PATTERN: Quaternion Multiplication Order
WHEN: Combining rotations (e.g., applying a local rotation on top of a world rotation)
WRONG (Claude default):
// "First rotate by A, then rotate by B"
transform.rotation = rotA * rotB; // Actually applies B first, then A
RIGHT:
// Quaternion multiplication applies RIGHT operand first
// "Apply B in A's space" = A * B
// Parent-then-child: parent * child
transform.rotation = worldRotation * localRotation;
// Example: rotate 45 degrees around Y, then tilt 30 degrees around local X
Quaternion yaw = Quaternion.AngleAxis(45f, Vector3.up);
Quaternion pitch = Quaternion.AngleAxis(30f, Vector3.right);
transform.rotation = yaw * pitch; // yaw is applied in world, pitch in yaw's local space
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 413 lines · 71 tokens per session scan A 5681673840fd
unity-3d-math is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo ago), licensed MIT. It adds 71 tokens to every session and 3,755 once invoked, about $0.0004 per session on Opus 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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
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.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.