unity-data-driven

unity-data-driven is a skill for Claude Code, Codex from Nice-Wolf-Studio/unity-claude-skills. It costs 67 tokens per session (3,352 once invoked), scanned A, original, MIT.

A Unity game-development guide for storing game settings and content as editable data instead of hardcoded values. It covers ScriptableObject assets, JSON and CSV files, versioning, migrations, and designer-facing Inspector settings.

In plain words
What is it for?
Use it when building configurable game data, data import pipelines, designer handoff workflows, or self-documenting Unity editor settings.
Why use it?
Designers can change enemy stats, level layouts, or loot tables without editing code, making balancing and iteration easier. It also helps choose between Unity assets, external files, and fixed constants.

Skill for Claude CodeCodex

Part of the unity plugin — 35 skills shipped together

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.

agentmods
npx agentmods add skills/nice-wolf-studio/unity-claude-skills/unity-data-driven
Any agent
npx skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-data-driven
Clone the repo
git clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-skills

Made for: Claude Code, Codex.

Or install unity, the plugin that ships this one along with the rest of its 35 skills.

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-data-driven

README.md
[![agentmods](https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-data-driven.svg)](https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-data-driven)
Your own site
<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-data-driven"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-data-driven.svg" alt="Measured on agentmods" height="20"></a>
Per session 67 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,352 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00067 $0.03352
Opus 5 $0.00034 $0.01676
Sonnet 5 $0.00013 $0.00670
Haiku 4.5 $0.00007 $0.00335

Measured 4d ago against content hash 265571f28c46, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-data-driven 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/unity-data-driven/SKILL.md · 338 lines

How it starts

The opening of the file, as written. The whole thing — 338 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Data-Driven Design -- Decision Patterns

Prerequisite skills: unity-scripting/references/scriptableobjects.md (SO creation, event channels, runtime sets, variable references), unity-editor-tools (custom inspectors, EditorWindow)

These patterns address the most common data management failure: Claude hardcodes tunable values in MonoBehaviours or uses magic numbers, making iteration and balancing painful. All game data should be designer-editable without code changes.


PATTERN: Config Data Storage Selection

WHEN: Choosing where to store game configuration (enemy stats, level layouts, loot tables)

DECISION:

  • ScriptableObject assets (default) -- Designer-editable in Inspector, type-safe, refactorable, version-controlled as YAML. Best for most game configs.
  • JSON/CSV files -- External tools generate data (spreadsheets, web tools), need modding support, or bulk editing is required. Loaded at runtime.
  • Embedded constants -- Truly fixed values (physics constants, math, protocol versions). static readonly or const.

SCAFFOLD (ScriptableObject config):

[CreateAssetMenu(fileName = "New Enemy Config", menuName = "Game/Enemy Config")]
public class EnemyConfig : ScriptableObject
{
    [Header("Stats")]
    [Min(1)] public int maxHealth = 100;
    [Range(0f, 20f)] public float moveSpeed = 5f;
    [Range(0f, 50f)] public float attackDamage = 10f;

    [Header("AI")]
    [Range(1f, 50f)] public float detectionRange = 15f;
    [Range(0.5f, 5f)] public float attackCooldown = 1.5f;

    [Header("Rewards")]
    [Min(0)] public int xpReward = 25;
    [Tooltip("Loot dropped on death. Leave empty for no loot.")]
    public LootTable lootTable;
}

// Usage in MonoBehaviour:
public class Enemy : MonoBehaviour
{
    [SerializeField] private EnemyConfig config; // Assign in Inspector

    void Awake()
    {
        // Read from config -- never hardcode values
        _health = new HealthSystem(config.maxHealth);
        _moveSpeed = config.moveSpeed;
    }
}

Read the full file on GitHub · 338 lines

Files

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.

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 · 338 lines · 67 tokens per session scan A 265571f28c46

Subscribe to this mod's changes

unity-data-driven is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo ago), licensed MIT. It adds 67 tokens to every session and 3,352 once invoked, about $0.0003 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.