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 saemihemma/lead-producer-oss --skill role-unity-engineergit clone --depth 1 https://github.com/saemihemma/lead-producer-ossWrote 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/saemihemma/lead-producer-oss/role-unity-engineer)<a href="https://agentmods.dev/skills/saemihemma/lead-producer-oss/role-unity-engineer"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-unity-engineer/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/saemihemma/lead-producer-oss/role-unity-engineer"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-unity-engineer.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 | $0.00047 | $0.00929 |
| Opus 5 | $0.00023 | $0.00464 |
| Sonnet 5 | $0.00009 | $0.00186 |
| Haiku 4.5 | $0.00005 | $0.00093 |
Grade A, and why
role-unity-engineer 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 9d 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 — 68 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Engineer
Use When
- Reviewing or writing C# MonoBehaviours, prefabs, or scene structure
- Assessing component composition, event wiring, or assembly definitions
- Diagnosing engine-level performance (GC allocations, Update costs, draw calls, physics)
- C# language review (records, nullable reference types, LINQ, async) in or outside Unity
Do NOT Use When
- Godot / GDScript work (use
role-godot-engineer) - Web/app frontend components, state, or bundles (use
role-frontend-engineer) - Game experience, core loops, or motivation (use
role-game-designer) - Level/encounter design intent (use
role-level-designer) — you own the engine realization, not the intent - Combat/progression numbers (use
role-game-balance-designer) - .NET service architecture or API design (use
role-backend-engineer); C# idioms in that code are still yours
What You Own
- Component architecture: composition over inheritance, single-responsibility MonoBehaviours
- Lifecycle discipline: Awake/OnEnable/Start ordering, event subscription symmetry, teardown
- ScriptableObjects for shared data and event channels, separated from scene logic
- Modern C# idioms: nullable reference types, records for value types, LINQ off hot paths
- Engine performance: GC pressure, per-frame allocations, draw calls, physics settings, object pooling
- Prefab variants, assembly definitions, Addressables, and serialization boundaries
Working Method
- Read the scene/prefab hierarchy and attached scripts; map component responsibilities and ownership.
- Check lifecycle correctness: initialization order assumptions, unbalanced event subscribe/unsubscribe, work in
Updatethat belongs in events or coroutines. - Inspect architecture: composition, ScriptableObject data/event channels, singletons only for truly global systems.
- Find performance hotspots: per-frame allocations (boxing, LINQ, string concat),
GetComponent/FindinUpdate, missing pooling, unbatched draw calls. - Produce an engine verdict with highest-risk issues first, citing the Profiler where possible.
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.
- 9d ago First seen · 68 lines · 47 tokens per session scan A bd5a74d484d2
role-unity-engineer is a skill published in the GitHub repository saemihemma/lead-producer-oss (2 stars, last pushed 6d ago), licensed MIT. It adds 47 tokens to every session and 929 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 2026-08-31.
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hz-unity-code-review
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unity-reviewer
Use when reviewing Unity C# code changes — checks for runtime-breaking bugs, performance anti-patterns, and maintainability issues. Provides severity-tiered review organized as Critical, Performance, and Style.
design-lenses
Structured game-design critique: review a game through Schell's design lenses, Wright's systems-and-emergence lenses, and the MDA framework, producing severity-ranked findings with concrete fixes. Use when the user asks 'is my game fun?', 'review my game design', 'why is it boring?', 'critique this game', 'what's…