unity-audio

unity-audio is a skill for Claude Code from sonereraslan/local-marketplace. It costs 165 tokens per session (3,105 once invoked), scanned A, original, MIT.

A Unity game-audio design skill for planning music, sound effects, silence, dynamic changes, audio balance, and the structure of a game's audio system. Unity is a game-development tool used to build interactive games.

In plain words
What is it for?
It is for defining a game's audio identity, deciding when music starts or stops, matching sounds to actions and feedback, designing adaptive audio, reviewing mixes, and setting up Unity audio architecture.
Why use it?
It helps prevent noisy or unclear audio by connecting each sound to a player action, game state, visual event, or story moment.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the superunity-design plugin — 10 skills, 5 agents shipped together

Good fit It is for defining a game's audio identity, deciding when music starts or stops, matching sounds to actions and feedback, designing adaptive audio, reviewing mixes, and setting up Unity audio architecture.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/sonereraslan/local-marketplace/unity-audio
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 sonereraslan/local-marketplace --skill unity-audio
Clone the repo
git clone --depth 1 https://github.com/sonereraslan/local-marketplace

Made for: Claude Code.

Or install superunity-design, the plugin that ships this one along with the rest of its 10 skills, 5 agents.

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 unity-audio

README.md
[![agentmods](https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-audio/github.svg)](https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-audio)
Your own site
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-audio"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-audio/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.

agentmods 80×15 button for unity-audio

Your own site · 80×15
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-audio"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 165 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,105 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 $0.00165 $0.03105
Opus 5 $0.00082 $0.01553
Sonnet 5 $0.00033 $0.00621
Haiku 4.5 $0.00016 $0.00311

Measured 10d ago against content hash ead34b7a60ab, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

unity-audio 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 10d 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.

plugins/superunity-design/skills/unity-audio/SKILL.md · 343 lines

How it starts

The opening of the file, as written. The whole thing — 343 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Audio Designer

Sound that serves the game — clarity, emotion, and intentional design in every layer

When to Use This Skill

  • Defining the game's audio identity and pillars
  • Planning when music plays, fades, and stops
  • Mapping sound effects to player actions and game states
  • Designing adaptive or dynamic audio systems
  • Auditing an audio mix that feels noisy or unclear
  • Setting up Unity audio architecture for the project

Design visual feedback first using unity-visual-feedback (this plugin). Tie audio to a narrative moment using unity-narrative (this plugin). Design the action that needs sound using unity-mechanics (this plugin).

Feedback Chain Position

This skill completes the audio layer of the feedback chain started in unity-visual-feedback. Visual feedback establishes timing and intensity; audio must match it. When designing "action feel," follow this order: unity-mechanicsunity-visual-feedbackunity-audio. Do not design audio for an action whose visual feedback is not yet defined.


Core Philosophy

Every Sound Must Justify Its Place

Audio clutter is worse than silence. Before adding any sound, ask: "Does removing this make the experience worse?" If no — don't add it.

Silence is a Design Tool

Silence is not the absence of audio design — it is the most deliberate audio choice available. Design silence as intentionally as you design music. The impact of a sound is proportional to the quiet that preceded it.

Audio Serves Clarity, Then Emotion

A sound that confuses the player is worse than no sound. Feedback sounds must be unambiguous before they are beautiful.


Five-Layer Workflow

Layer 1 — AUDIO VISION      What is the game's sound identity and pillars?
Layer 2 — MUSIC STRATEGY    When does music play, fade, and stop?
Layer 3 — SFX DESIGN        What does each action sound like?
Layer 4 — AUDIO DIRECTION   Balance: what to keep, cut, and prioritise?
Layer 5 — IMPLEMENTATION    How is it set up in Unity?

Read the full file on GitHub · 343 lines

Files

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.

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. 10d ago First seen · 343 lines · 165 tokens per session scan A ead34b7a60ab

Subscribe to this mod's changes

unity-audio is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 165 tokens to every session and 3,105 once invoked, about $0.0008 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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