unity-game-architecture

unity-game-architecture is a skill for Claude Code from Nice-Wolf-Studio/unity-claude-skills. It costs 65 tokens per session (3,079 once invoked), scanned A, original, MIT.

Decision patterns for structuring systems in Unity, a game-development engine, as projects grow.

In plain words
What is it for?
They are for choosing between singletons, service locators, dependency injection, event buses, ScriptableObjects, and component-based C# designs.
Why use it?
They help choose how game systems communicate and access shared services without putting too much logic into single components or relying on hard-to-test global objects.

Skill for Claude Code

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

Part of the unity plugin — 35 skills shipped together

Good fit They are for choosing between singletons, service locators, dependency injection, event buses, ScriptableObjects, and component-based C# designs.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/nice-wolf-studio/unity-claude-skills/unity-game-architecture
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 Nice-Wolf-Studio/unity-claude-skills --skill unity-game-architecture
Clone the repo
git clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-skills

Made for: Claude Code.

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-game-architecture

README.md
[![agentmods](https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-game-architecture/github.svg)](https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-game-architecture)
Your own site
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agentmods 80×15 button for unity-game-architecture

Your own site · 80×15
<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-game-architecture"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-game-architecture.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 65 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,079 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00065 $0.03079
Opus 5 $0.00032 $0.01540
Sonnet 5 $0.00013 $0.00616
Haiku 4.5 $0.00006 $0.00308

Measured 10d ago against content hash 61661ac44eb4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unity-game-architecture 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 10d 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-game-architecture/SKILL.md · 336 lines

How it starts

The opening of the file, as written. The whole thing — 336 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Systems Architecture -- Decision Patterns

Prerequisite skills: unity-scripting (MonoBehaviour, ScriptableObjects, events), unity-lifecycle (RuntimeInitializeOnLoadMethod, DontDestroyOnLoad, SubsystemRegistration), unity-foundations (components, GameObjects)

These patterns address the most common architectural failure: Claude defaults to fat MonoBehaviours with direct references and singletons everywhere. This works for prototypes but collapses at system scale.


PATTERN: Global Service Access

WHEN: Systems need to find other systems at runtime (AudioManager, InputManager, SaveManager, etc.)

DECISION:

  • Lazy Singleton -- Tiny project, 1-3 managers, no testing needed. static Instance + DontDestroyOnLoad. Fast to write, impossible to mock.
  • Service Locator -- Medium project, want to swap implementations for testing (mock audio, stub save). Central registry with Register<T>/Get<T>. Dependencies are implicit but swappable.
  • Constructor/Method DI -- Large project or library code, maximum testability. Pass dependencies explicitly. Use VContainer or Zenject for MonoBehaviour injection.

SCAFFOLD (Service Locator):

public static class Services
{
    private static readonly Dictionary<Type, object> _services = new();

    public static void Register<T>(T service) where T : class
    {
        _services[typeof(T)] = service;
    }

    public static T Get<T>() where T : class
    {
        if (_services.TryGetValue(typeof(T), out var service))
            return (T)service;
        throw new InvalidOperationException($"Service {typeof(T).Name} not registered");
    }

    public static bool TryGet<T>(out T service) where T : class
    {
        if (_services.TryGetValue(typeof(T), out var obj))
        {
            service = (T)obj;
            return true;
        }
        service = null;
        return false;
    }

    [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
    static void Reset() => _services.Clear();
}

// Registration (in a bootstrap MonoBehaviour or RuntimeInitializeOnLoadMethod):
Services.Register<IAudioService>(new AudioService());
Services.Register<ISaveService>(new SaveService());

// Usage (anywhere):
Services.Get<IAudioService>().PlaySFX("explosion");

Read the full file on GitHub · 336 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. 10d ago First seen · 336 lines · 65 tokens per session scan A 61661ac44eb4

Subscribe to this mod's changes

unity-game-architecture is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo ago), licensed MIT. It adds 65 tokens to every session and 3,079 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.