Getting it into your agent
This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.
/plugin marketplace add sonereraslan/local-marketplace/plugin install superunityWrote 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-exploring-project)<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-exploring-project"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-exploring-project/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-exploring-project"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-exploring-project.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 | $0.00116 | $0.02867 |
| Opus 5 | $0.00058 | $0.01434 |
| Sonnet 5 | $0.00023 | $0.00573 |
| Haiku 4.5 | $0.00012 | $0.00287 |
Grade A, and why
unity-exploring-project 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 — 252 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Exploring Unity Project Before Implementation
Overview
Help turn ideas into fully formed designs through collaborative dialogue, grounded in the actual Unity project structure.
Start by understanding the current project context (folder layout, existing systems, Unity version, render pipeline), then ask questions one at a time to refine the idea. Once you understand what you're building, present the design and get user approval.
HARD GATE: Do NOT invoke any implementation skill, write any code, scaffold any project, or take any implementation action until you have presented a design and the user has approved it. This applies to EVERY project regardless of perceived simplicity.
Anti-Pattern: "This Is Too Simple To Need A Design"
Every project goes through this process. A health bar, a single MonoBehaviour, a ScriptableObject config — all of them. "Simple" projects are where unexamined assumptions cause the most wasted work. The design can be short (a few sentences for truly simple projects), but you MUST present it and get approval.
Checklist
You MUST create a task for each of these items and complete them in order:
- Explore project context — scan folders, packages, Unity version, render pipeline, tags, input, existing patterns
- Classify the feature — determine category and coupling risks
- Ask clarifying questions — one at a time, understand purpose/constraints/success criteria
- Propose 2-3 approaches — with trade-offs, scale considerations, and your recommendation
- Present design — in sections scaled to complexity, get user approval after each section
- Write design doc — save to
<project-root>/docs/plans/YYYY-MM-DD-<topic>-design.mdand commit - Transition to implementation — invoke superunity:unity-writing-plans to create implementation plan
Skill Invocation Flow
- Receive user message describing a new feature, system, or behavior
- Explore project context (scan folders, packages, Unity version)
- Classify the feature and identify coupling risks
- Ask clarifying questions one at a time
- Propose 2-3 approaches with trade-offs
- Present design in sections, get user approval after each
- If user rejects a section, revise and re-present
- Once fully approved, write design doc to
<project-root>/docs/plans/ - Invoke
superunity:unity-writing-plans— this is the only valid next skill
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 · 252 lines · 116 tokens per session scan A b8522df88695
unity-exploring-project is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 116 tokens to every session and 2,867 once invoked, about $0.0006 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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.