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-save-systemnpx skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-save-systemgit 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-save-system)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-save-system"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-save-system.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 | $0.00065 | $0.03634 |
| Opus 5 | $0.00032 | $0.01817 |
| Sonnet 5 | $0.00013 | $0.00727 |
| Haiku 4.5 | $0.00006 | $0.00363 |
Grade B, and why
unity-save-system scanned grade B with 1 finding 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.
Unrestricted tool accessmediumExcessive agency
A wildcard tool grant or "run any command" leaves no least-privilege boundary at all.
GOTCHA: `BinaryFormatter` is a security hole -- deserialization can execute arbitrary code. Unity and Microsoft have deprecated it. If you find it in existing code, replace it immediately. `JsonUtility` cannot serialize Copies of this mod
1 near-identical copy found in the catalogue:
- unity-save-system — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 398 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Save/Load Systems -- Decision Patterns
Prerequisite skills:
unity-lifecycle(OnApplicationPause, OnApplicationQuit, quit sequence),unity-data-driven(JSON serialization, versioning),unity-packages-services(Cloud Save API),unity-async-patterns(BackgroundThreadAsync)
These patterns address the most common save system failure: Claude uses PlayerPrefs for everything, produces brittle serialization with no versioning, and ignores mobile-specific persistence requirements.
PATTERN: Serialization Format Selection
WHEN: Choosing how to serialize save data to disk
DECISION:
- JSON (
JsonUtility) -- Human-readable, debuggable, small save files. No dictionary/polymorphism. Best default for most games. - JSON (Newtonsoft) -- Full JSON features (dictionaries, polymorphism, LINQ). Slightly larger dependency. Best when save data is complex.
- Binary (custom or MessagePack) -- Performance-critical, large saves, anti-cheat (harder to edit). Not human-readable. Best for competitive games or very large worlds.
- BinaryFormatter -- NEVER USE. Security vulnerability (arbitrary code execution on deserialization). Deprecated by Unity and Microsoft.
SCAFFOLD (JSON save/load):
using System.IO;
using UnityEngine;
public static class SaveFileIO
{
public static void SaveJson<T>(T data, string fileName)
{
string path = GetSavePath(fileName);
string json = JsonUtility.ToJson(data, prettyPrint: true);
// Write to temp file first, then rename (atomic write)
string tempPath = path + ".tmp";
File.WriteAllText(tempPath, json);
if (File.Exists(path))
File.Replace(tempPath, path, path + ".bak");
else
File.Move(tempPath, path);
}
public static T LoadJson<T>(string fileName) where T : new()
{
string path = GetSavePath(fileName);
if (!File.Exists(path)) return new T();
string json = File.ReadAllText(path);
return JsonUtility.FromJson<T>(json);
}
public static bool SaveExists(string fileName) =>
File.Exists(GetSavePath(fileName));
public static void DeleteSave(string fileName)
{
string path = GetSavePath(fileName);
if (File.Exists(path)) File.Delete(path);
if (File.Exists(path + ".bak")) File.Delete(path + ".bak");
}
static string GetSavePath(string fileName) =>
Path.Combine(Application.persistentDataPath, fileName);
}
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 · 398 lines · 65 tokens per session scan B 5ed497c91af6
unity-save-system 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 3,634 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it B with 1 finding (unrestricted tool access). 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.
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…