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-procedural-gengit 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-procedural-gen)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-procedural-gen"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-procedural-gen/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-procedural-gen"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-procedural-gen.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00078 | $0.05815 |
| Opus 5 | $0.00039 | $0.02908 |
| Sonnet 5 | $0.00016 | $0.01163 |
| Haiku 4.5 | $0.00008 | $0.00581 |
Grade A, and why
unity-procedural-gen 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 9d 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-procedural-gen — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 619 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Procedural Generation -- Design Translation Patterns
Prerequisite skills:
unity-3d-math(noise math, spatial operations),unity-data-driven(ScriptableObject configs for generation parameters),unity-editor-tools(preview tooling, custom inspectors)
These patterns address the most common procedural generation failure: Claude generates procedural content with hardcoded algorithms and no designer control. The result works once but cannot be tuned, previewed, or constrained. Designers need knobs, constraints, and preview tools -- not just algorithm code. Every generation system should expose its parameters as ScriptableObject configs, support seed-based reproducibility, and provide editor previews.
PATTERN 1: Noise-Based Generation
DESIGN INTENT: Designers want natural-feeling terrain ("rolling hills with occasional mountains") or placement ("dense forests with clearings"). They need to tune the character of randomness without touching code.
WRONG:
// Hardcoded single octave, no designer control, no reproducibility
float height = Mathf.PerlinNoise(x * 0.1f, y * 0.1f) * 10f;
terrain.SetHeight(x, y, height);
RIGHT: NoiseConfig ScriptableObject with frequency, amplitude, octaves, persistence, lacunarity, and offset. NoiseGenerator static utility class implements fractal Brownian motion (fBm) sampling. Supports domain warping for organic results. All parameters are designer-editable.
SCAFFOLD:
/// <summary>
/// Configuration for noise-based generation. Each biome or terrain type gets its own asset.
/// </summary>
[CreateAssetMenu(fileName = "New Noise Config", menuName = "ProcGen/Noise Config")]
public class NoiseConfig : ScriptableObject
{
[Header("Base Noise")]
[Range(0.001f, 1f)] public float frequency = 0.05f;
[Range(0f, 100f)] public float amplitude = 10f;
[Header("Fractal")]
[Range(1, 8)] public int octaves = 4;
[Range(0f, 1f)] public float persistence = 0.5f;
[Range(1f, 4f)] public float lacunarity = 2f;
[Header("Transform")]
public Vector2 offset;
[Range(0f, 1f)] public float domainWarpStrength = 0f;
}
/// <summary>
/// Stateless noise sampling utilities. Uses fBm for natural-looking results.
/// </summary>
public static class NoiseGenerator
{
/// <summary>
/// Samples 2D fractal Brownian motion noise at the given coordinates.
/// </summary>
/// <returns>Noise value scaled by config amplitude.</returns>
public static float Sample2D(float x, float y, NoiseConfig config)
{
float sum = 0f;
float freq = config.frequency;
float amp = 1f;
float maxAmp = 0f;
for (int i = 0; i < config.octaves; i++)
{
float sampleX = (x + config.offset.x) * freq;
float sampleY = (y + config.offset.y) * freq;
sum += Mathf.PerlinNoise(sampleX, sampleY) * amp;
maxAmp += amp;
amp *= config.persistence;
freq *= config.lacunarity;
}
return (sum / maxAmp) * config.amplitude;
}
}
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.
- 9d ago First seen · 619 lines · 78 tokens per session scan A bc43aade9eb7
unity-procedural-gen is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo ago), licensed MIT. It adds 78 tokens to every session and 5,815 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
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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
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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.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
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.