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 perniemann/pnCore --skill pn-unity-devgit clone --depth 1 https://github.com/perniemann/pnCoreWrote 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/perniemann/pncore/pn-unity-dev)<a href="https://agentmods.dev/skills/perniemann/pncore/pn-unity-dev"><img src="https://agentmods.dev/badge/skills/perniemann/pncore/pn-unity-dev/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/perniemann/pncore/pn-unity-dev"><img src="https://agentmods.dev/badge/skills/perniemann/pncore/pn-unity-dev.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00042 | $0.00742 |
| Opus 5 | $0.00021 | $0.00371 |
| Sonnet 5 | $0.00008 | $0.00148 |
| Haiku 4.5 | $0.00004 | $0.00074 |
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.
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,FixedUpdatefor physics,LateUpdatefor camera follow. Avoid heavy logic in Update. - Serialization: Use
[SerializeField]for inspector-exposed private fields. Use[Range],[Header]for clarity. - Events: Use
UnityEventor C# events for decoupled communication. Name clearly (e.g.OnDeath,OnScoreChanged). - Coroutines: Use for async flows (delays, sequences). Prefer
async/awaitwhen 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.
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.
- 7d ago First seen · 56 lines · 42 tokens per session scan A d7c4d2db2818
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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