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-ui-patternsgit 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-patterns)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-ui-patterns"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-ui-patterns/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-ui-patterns"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-ui-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to high
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- high Rogue Agent · line 304 Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
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 | $0.05531 |
| Opus 5.5 | $0.00031 | $0.02212 |
| Sonnet 5.5 | $0.00016 | $0.01106 |
| Haiku 4.5 | $0.00008 | $0.00553 |
Grade A, and why
unity-ui-patterns 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 1mo 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-patterns — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 748 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UI/UX Patterns -- Design Translation Patterns
Prerequisite skills:
unity-ui(UI Toolkit API, USS/UXML, data binding),unity-async-patterns(async transitions, cancellation),unity-game-architecture(events, Service Locator)
Claude builds UI as monolithic scripts mixing data fetching, display, and animation. Works for one screen, unmaintainable when a designer adds transitions, dynamic lists, or multiple screens. These patterns separate structure from behavior, make screens composable, and keep juice designer-configurable.
PATTERN: Screen Flow Architecture
DESIGN INTENT: Game has multiple screens (MainMenu, Settings, Inventory, HUD, PauseMenu) with navigation flows and back-button support.
WRONG:
// One MonoBehaviour per screen with direct references -- breaks on every new screen
public class MainMenu : MonoBehaviour
{
[SerializeField] private GameObject settingsPanel;
[SerializeField] private GameObject inventoryPanel;
public void OnSettingsClicked()
{
gameObject.SetActive(false);
settingsPanel.SetActive(true); // Direct coupling
}
public void OnBackFromSettings()
{
settingsPanel.SetActive(false);
gameObject.SetActive(true); // Every screen knows every other screen
}
}
RIGHT: ScreenManager with stack-based navigation (push/pop). Each screen implements IScreen with ShowAsync/HideAsync. Screens loaded from UXML templates via UIDocument. Navigation decoupled from screen logic -- screens never reference each other.
SCAFFOLD:
using System;
using System.Threading;
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// Contract for all navigable screens.
/// </summary>
public interface IScreen
{
/// <summary>Display name used for debugging and stack inspection.</summary>
string ScreenName { get; }
/// <summary>Transition the screen into view.</summary>
Awaitable ShowAsync(CancellationToken ct);
/// <summary>Transition the screen out of view.</summary>
Awaitable HideAsync(CancellationToken ct);
}
/// <summary>
/// Stack-based screen navigator. Push screens to go forward, pop to go back.
/// </summary>
public class ScreenManager : MonoBehaviour
{
[SerializeField] private UIDocument uiDocument;
private readonly System.Collections.Generic.Stack<IScreen> _screenStack = new();
private bool _isTransitioning;
public static ScreenManager Instance { get; private set; }
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetStatic() => Instance = null;
void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
}
/// <summary>Push a new screen onto the stack, hiding the current one.</summary>
public async Awaitable PushAsync(IScreen screen)
{
if (_isTransitioning) return;
_isTransitioning = true;
var ct = destroyCancellationToken;
if (_screenStack.TryPeek(out var current))
{
await current.HideAsync(ct);
}
_screenStack.Push(screen);
await screen.ShowAsync(ct);
_isTransitioning = false;
}
/// <summary>Pop the current screen and reveal the one beneath it.</summary>
public async Awaitable PopAsync()
{
if (_isTransitioning || _screenStack.Count <= 1) return;
_isTransitioning = true;
var ct = destroyCancellationToken;
var leaving = _screenStack.Pop();
await leaving.HideAsync(ct);
if (_screenStack.TryPeek(out var revealed))
{
await revealed.ShowAsync(ct);
}
_isTransitioning = false;
}
}
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.
- 1mo ago First seen · 748 lines · 78 tokens per session scan A 51a0fb1ab5bd
unity-ui-patterns is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (40 stars, last pushed 1mo ago), licensed MIT. It adds 78 tokens to every session and 5,531 once invoked, about $0.0003 per session on Opus 5.5. 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.
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