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 Nice-Wolf-Studio/unity-claude-skills --skill unity-level-designgit 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-level-design)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-level-design"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-level-design.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.05993 |
| Opus 5 | $0.00036 | $0.02996 |
| Sonnet 5 | $0.00014 | $0.01199 |
| Haiku 4.5 | $0.00007 | $0.00599 |
Grade A, and why
unity-level-design 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 7d 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-level-design — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 743 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Level Design -- Design Translation Patterns
Prerequisite skills:
unity-scene-assets(additive scenes, Addressables),unity-async-patterns(async loading, cancellation),unity-game-architecture(SO events, bootstrap)
Claude treats levels as static scene files with no contract layer between level designers and gameplay programmers. Triggers are one-off scripts with game logic jammed into OnTriggerEnter, encounters are hardcoded spawn sequences, and checkpoints break on scene reload because nobody thought about what state needs to survive. These patterns establish the translation layer: designers author intent through data assets and Inspector configuration, programmers provide the systems that honor that intent.
PATTERN 1: Trigger & Event Architecture
DESIGN INTENT: Level designers place trigger volumes in the editor that fire game events -- spawn enemies, play dialogue, open a door. The trigger is a generic, reusable component; the response is wired in the Inspector via ScriptableObject event channels.
WRONG:
// Each trigger is a bespoke script -- 47 of these in the project
public class Door3Trigger : MonoBehaviour
{
public GameObject door;
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
door.GetComponent<Animator>().SetTrigger("Open");
}
}
Every trigger is a unique MonoBehaviour. No reuse, no designer control, no way to disable or reconfigure without code changes.
RIGHT: Generic TriggerZone component with configurable activation rules and SO event channel output. Designer wires event in Inspector -- zero per-trigger code.
using UnityEngine;
/// <summary>
/// Generic trigger volume that raises a GameEvent SO channel on activation.
/// Configurable activation count, tag filter, cooldown, and delay.
/// </summary>
[RequireComponent(typeof(Collider), typeof(Rigidbody))]
public class TriggerZone : MonoBehaviour
{
public enum ActivationMode { Once, Repeating, NTimes }
[Header("Activation Rules")]
[SerializeField] ActivationMode _mode = ActivationMode.Once;
[SerializeField] int _maxActivations = 1;
[SerializeField] float _cooldownSeconds;
[SerializeField] float _activationDelay;
[SerializeField] string _requiredTag = "Player";
[SerializeField] LayerMask _requiredLayer = ~0;
[Header("Event Output")]
[SerializeField] GameEvent _onActivated;
int _activationCount;
float _lastActivationTime = float.NegativeInfinity;
// See unity-game-architecture for GameEvent SO channel pattern
void Reset()
{
// Guarantee Rigidbody is kinematic and collider is trigger
var rb = GetComponent<Rigidbody>();
rb.isKinematic = true;
GetComponent<Collider>().isTrigger = true;
}
void OnTriggerEnter(Collider other)
{
if (!PassesFilter(other)) return;
if (!CanActivate()) return;
_ = ActivateAsync();
}
bool PassesFilter(Collider other)
{
if (!string.IsNullOrEmpty(_requiredTag) && !other.CompareTag(_requiredTag))
return false;
if ((_requiredLayer & (1 << other.gameObject.layer)) == 0)
return false;
return true;
}
bool CanActivate()
{
if (_mode == ActivationMode.Once && _activationCount >= 1) return false;
if (_mode == ActivationMode.NTimes && _activationCount >= _maxActivations) return false;
if (Time.time - _lastActivationTime < _cooldownSeconds) return false;
return true;
}
async Awaitable ActivateAsync()
{
if (_activationDelay > 0f)
await Awaitable.WaitForSecondsAsync(_activationDelay, destroyCancellationToken);
_activationCount++;
_lastActivationTime = Time.time;
_onActivated?.Raise();
}
}
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.
- 7d ago First seen · 743 lines · 71 tokens per session scan A 8f7c237fbf61
unity-level-design 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 5,993 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.