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-cameragit 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-camera)<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-camera"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-camera/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-camera"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-camera.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 | $0.00171 | $0.03196 |
| Opus 5 | $0.00086 | $0.01598 |
| Sonnet 5 | $0.00034 | $0.00639 |
| Haiku 4.5 | $0.00017 | $0.00320 |
Grade A, and why
unity-camera 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 — 306 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Camera Designer
The camera is a narrator — it shows the player what matters, hides what should surprise, and breathes with the emotion of each moment
When to Use This Skill
- Designing how the camera frames a space on entry
- Planning camera transitions between zones or beats
- Setting up Cinemachine virtual cameras for any perspective
- Creating cinematic camera moves for narrative moments
- Designing depth layering for visual storytelling
- Deciding when the camera should lead, follow, or hold still
Design the level layout first using
unity-level(this plugin). Design visual feedback and screen shake usingunity-visual-feedback(this plugin). Design the narrative beat the camera serves usingunity-narrative(this plugin).
Core Philosophy
"The Camera is a Narrator, Not a Follower"
In any game, the camera does more than track the player. It reveals spaces, guides attention to important details, and creates emotional framing. A camera that only follows is a camera that tells no story.
Restraint as Default
Most of the time, the camera follows the player simply and predictably. Special camera behavior — reveals, cinematic holds, depth shifts — is reserved for moments that earn it. Overusing camera tricks numbs the player to all of them.
Match the Perspective to the Game
Different genres and perspectives require fundamentally different camera approaches. Define the default camera behavior first, then design the exceptions.
Camera Perspective Guide
Choosing Your Default Camera
| Perspective | Best for | Cinemachine body | Key considerations |
|---|---|---|---|
| 2D side-scroll | Platformer, puzzle | Framing Transposer | Horizontal look-ahead, vertical damping, confiner bounds |
| 2.5D | Side-scroll with 3D depth | Framing Transposer | Parallax layers, Z-axis dolly for reveals, depth-of-field |
| Top-down | Strategy, twin-stick, zelda-like | Transposer (offset Y) | Fixed angle, zoom for context, rotation optional |
| Isometric | Tactics, ARPG, city builder | Transposer (angled) | Fixed rotation or player-rotatable, zoom levels |
| Third-person | Action-adventure, RPG | 3rd Person Follow | Orbit, collision avoidance, shoulder offset |
| First-person | FPS, horror, immersive sim | POV / Hard Lock | Head bob, weapon sway, FOV changes for speed |
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.
- 9d ago First seen · 306 lines · 171 tokens per session scan A f2f01690b7ac
unity-camera is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 171 tokens to every session and 3,196 once invoked, about $0.0009 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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