unity-designer

unity-designer is a skill for Claude Code from sonereraslan/local-marketplace. It costs 236 tokens per session (4,654 once invoked), scanned A, original, MIT.

A central guide for designing Unity games, the game engine used to build interactive 2D and 3D experiences. It helps establish a game's genre, tone, viewpoint, core gameplay loop, and design rules.

In plain words
What is it for?
Use it when starting a Unity design task, setting design principles, or choosing the right specialist guidance for mechanics, levels, story, camera, sound, or feedback.
Why use it?
It prevents design advice from being based on unstated assumptions about the game and helps keep different design decisions consistent.

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 Use it when starting a Unity design task, setting design principles, or choosing the right specialist guidance for mechanics, levels, story, camera, sound, or feedback.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/sonereraslan/local-marketplace/unity-designer
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-designer
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-designer

README.md
[![agentmods](https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-designer/github.svg)](https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-designer)
Your own site
<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.

agentmods 80×15 button for unity-designer

Your own site · 80×15
<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>
Per session 236 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,654 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 $0.00236 $0.04654
Opus 5 $0.00118 $0.02327
Sonnet 5 $0.00047 $0.00931
Haiku 4.5 $0.00024 $0.00465

Measured 10d ago against content hash 10df74ab0b5c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

plugins/superunity-design/skills/unity-designer/SKILL.md · 426 lines

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

Read the full file on GitHub · 426 lines

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 · 426 lines · 236 tokens per session scan A 10df74ab0b5c

Subscribe to this mod's changes

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.

Related

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