pn-unity-dev

pn-unity-dev is a skill for Cursor from perniemann/pnCore. It costs 42 tokens per session (742 once invoked), scanned A, original, MIT.

A guide for developing Unity games with C#. It covers 2D animation, lighting with Unity's Universal Render Pipeline, asset import and rigging, project structure, and performance.

In plain words
What is it for?
Use it when building Unity projects, especially 2D games involving animation, sprites, lighting, prefabs, or asset pipelines.
Why use it?
It provides Unity-specific conventions and technical guidance that a general coding agent may not know. This helps keep game scripts and assets aligned with Unity workflows.

Skill for Cursor

Written for Cursor: shipped in a Cursor plugin.

Part of the pn-core plugin — 133 skills, 19 commands, 9 agents, 1 MCP server shipped together

Good fit Use it when building Unity projects, especially 2D games involving animation, sprites, lighting, prefabs, or asset pipelines.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/perniemann/pncore/pn-unity-dev
Install

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.

Any agent
npx skills add perniemann/pnCore --skill pn-unity-dev
Clone the repo
git clone --depth 1 https://github.com/perniemann/pnCore

Made for: Cursor.

Or install pn-core, the plugin that ships this one along with the rest of its 133 skills, 19 commands, 9 agents, 1 MCP server.

Wrote 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.

agentmods badge for pn-unity-dev

README.md
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Your own site
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agentmods 80×15 button for pn-unity-dev

Your own site · 80×15
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Per session 42 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 742 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00042 $0.00742
Opus 5 $0.00021 $0.00371
Sonnet 5 $0.00008 $0.00148
Haiku 4.5 $0.00004 $0.00074

Measured 7d ago against content hash d7c4d2db2818, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

pn-unity-dev 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.

packages/pn-core-mcp/content/skills/gamedev/pn-unity-dev/SKILL.md · 56 lines

How it starts

The opening of the file, as written. The whole thing — 56 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity development skill

When to use

  • Writing or refactoring Unity C# scripts
  • Setting up 2D Animation (rigging, skeletal animation, sprite swap)
  • Configuring URP (Universal Render Pipeline) for 2D lighting
  • Importing and rigging 2D assets (PSD Importer, sprites)
  • Defining asset structure and prefab conventions
  • Optimizing 2D/3D performance in Unity

C# patterns

  • MonoBehaviour: Use Update, FixedUpdate for physics, LateUpdate for camera follow. Avoid heavy logic in Update.
  • Serialization: Use [SerializeField] for inspector-exposed private fields. Use [Range], [Header] for clarity.
  • Events: Use UnityEvent or C# events for decoupled communication. Name clearly (e.g. OnDeath, OnScoreChanged).
  • Coroutines: Use for async flows (delays, sequences). Prefer async/await when appropriate (Unity 2023+).
  • ScriptableObjects: Use for data assets (weapon stats, level configs). Reduces hardcoded values.

2D Animation package (Unity 6)

  • Rigging: Use Skinning Editor and Bone tools for skeletal rigs. Create bone hierarchy from root; skin sprites to bones.
  • Sprite Swap: Reuse Animation Clips with sprite swapping for flipbook-style animation, deformation, part swaps, or skin swaps.
  • 2D IK: Add IK Manager 2D to root bone. Use Limb, Chain CCD, or Chain FABRIK solvers for automatic limb positioning.
  • PSD Importer: Import .psb (Photoshop) as layered sprites. Integrates with 2D Animation for rigged characters.
  • Asset organization: Keep rigs, animations, and prefabs in clear folder structure (e.g. Characters, Animations, Prefabs).

URP and 2D lighting

  • URP 2D Renderer: Use for 2D projects. Enable 2D lights (Point, Directional) for dynamic lighting on sprites.
  • Sprite Lit: Use Lit material for sprites that receive light. Unlit for UI or flat 2D.
  • Performance: Limit realtime lights; bake where possible. Use LOD or culling for off-screen sprites.

Asset naming and structure

  • Naming: Use descriptive prefixes (e.g. Char_, Anim_, Prefab_, Scene_). Consistency across project.
  • Prefabs: Nest prefabs for reuse. Use variants for variants of the same base (e.g. enemy types).
  • Scenes: Organize by level or feature. Use additive loading for modular content.

Read the full file on GitHub · 56 lines

Changes

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.

  1. 7d ago First seen · 56 lines · 42 tokens per session scan A d7c4d2db2818

Subscribe to this mod's changes

pn-unity-dev is a skill published in the GitHub repository perniemann/pnCore (0 stars, last pushed 4d ago), licensed MIT. It adds 42 tokens to every session and 742 once invoked, about $0.0002 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 2026-09-03.

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