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 sonereraslan/local-marketplace --skill unity-audiogit clone --depth 1 https://github.com/sonereraslan/local-marketplaceWrote 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/sonereraslan/local-marketplace/unity-audio)<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.
<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>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 | $0.00165 | $0.03105 |
| Opus 5 | $0.00082 | $0.01553 |
| Sonnet 5 | $0.00033 | $0.00621 |
| Haiku 4.5 | $0.00016 | $0.00311 |
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.
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 usingunity-narrative(this plugin). Design the action that needs sound usingunity-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-mechanics → unity-visual-feedback → unity-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?
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.
- 10d ago First seen · 343 lines · 165 tokens per session scan A ead34b7a60ab
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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