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-designergit 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-designer)<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-designer"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-designer/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-designer"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-designer.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 | $0.00236 | $0.04654 |
| Opus 5 | $0.00118 | $0.02327 |
| Sonnet 5 | $0.00047 | $0.00931 |
| Haiku 4.5 | $0.00024 | $0.00465 |
Grade A, and why
unity-designer 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 — 426 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Designer — Core Design Hub
Purpose
This is the entry point for the superunity-design plugin. Use it to understand the project's design foundations, choose the right sub-skill for a task, and follow the recommended design workflow. This skill is genre-agnostic — it works for any Unity game: platformer, top-down, FPS, RPG, puzzle, action, simulation, or any hybrid.
Establishing Game Context
Before designing anything, establish the project's identity. If the project already has a GDD or design document, read it. If not, work with the user to define these:
Genre: [e.g. 2D platformer, 3D action-adventure, top-down roguelike, 2.5D puzzle game]
Tone: [e.g. dark and atmospheric, lighthearted, emotional and restrained, comedic]
Perspective: [e.g. side-scrolling, isometric, third-person, first-person, top-down]
Core loop: [e.g. explore > fight > loot > upgrade, discover > solve > advance]
Mechanics: [list of core mechanics the game uses or plans to use]
Dialogue: [e.g. fully voiced, text-heavy, minimal, none]
Important: Do not assume a genre or tone. Always ask or read the project context before applying design advice.
Design Pillars
Every project should define 3-5 design pillars — core principles that filter every design decision. A good pillar is:
- Actionable: Any team member can apply it without asking
- Specific: It can reject a feature that conflicts with it
- Project-specific: It reflects this game's identity, not generic truisms
Pillar Structure
Pillar Name
Intent: One sentence explaining the principle
Do: 2-3 concrete design choices this pillar supports
Don't: 2-3 things this pillar rules out
Example Pillars (for reference — always define project-specific ones)
| Example pillar | Intent | Genre fit |
|---|---|---|
| Clarity Over Complexity | Player always understands what to do and what happened | Puzzle games, platformers |
| Fewer Mechanics, More Depth | Small set of mechanics that evolve and combine | Puzzle, action, metroidvania |
| Chaos is the Content | Emergent systems that create unpredictable situations | Roguelikes, sandbox, simulation |
| Mastery Through Repetition | Same encounters become easier as skill improves | Soulslike, rhythm, shmup |
| Story Through Action | Player does the story, not watches it | Narrative-driven, immersive sim |
| Player Expression | Multiple valid approaches to every problem | RPG, immersive sim, sandbox |
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 · 426 lines · 236 tokens per session scan A 10df74ab0b5c
unity-designer is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 236 tokens to every session and 4,654 once invoked, about $0.0012 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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