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-uinpx skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-uigit 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-ui)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-ui"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-ui.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 | $0.00071 | $0.04079 |
| Opus 5 | $0.00036 | $0.02039 |
| Sonnet 5 | $0.00014 | $0.00816 |
| Haiku 4.5 | $0.00007 | $0.00408 |
Grade A, and why
unity-ui 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 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.
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-ui — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 487 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity UI Systems
Unity provides three UI frameworks. UI Toolkit is the recommended system for new projects. uGUI remains supported for legacy and certain runtime use cases. IMGUI is strictly for Editor tooling and debugging.
UI System Comparison
| Feature | UI Toolkit | uGUI (Canvas) | IMGUI |
|---|---|---|---|
| Recommended for new projects | Yes | No (legacy) | No |
| Runtime game UI | Yes | Yes | Not recommended |
| Editor extensions | Yes | No | Yes |
| Approach | Web-inspired (UXML + USS + C#) | GameObject + Component | Code-only (OnGUI) |
| Layout system | Flexbox (Yoga) | RectTransform + Anchors | Immediate mode |
| Styling | USS stylesheets | Per-component properties | GUIStyle / GUISkin |
| Visual authoring | UI Builder | Scene View | None |
| Performance | Optimized retained mode | Canvas batching | Redraws every frame |
| Data binding | SerializedObject + Runtime binding | Manual via code | Manual via code |
| World-space UI | Supported | Canvas World Space mode | Not supported |
| Input integration | Pointer/Keyboard events | EventSystem + Raycasters | Event.current |
Decision guide:
- New runtime UI (menus, HUD, inventory) --> UI Toolkit
- New Editor windows / inspectors --> UI Toolkit
- Existing project with uGUI --> Continue with uGUI, migrate incrementally
- Quick debug overlays in Editor --> IMGUI
- World-space UI on 3D objects --> Either UI Toolkit or uGUI World Space Canvas
UI Toolkit
UI Toolkit is Unity's modern UI framework inspired by web technologies. It uses UXML for structure, USS for styling, and C# for logic.
Core Architecture
UIDocument (MonoBehaviour on GameObject)
--> VisualTreeAsset (.uxml) -- defines structure
--> StyleSheet (.uss) -- defines appearance
--> C# script -- defines behavior
All UI elements inherit from VisualElement. The root is accessed via rootVisualElement.
UXML Structure
UXML defines the UI hierarchy declaratively:
What ships with it
4 files 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 · 487 lines · 71 tokens per session scan A 0540842c6e77
unity-ui 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 4,079 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.
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…