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-levelgit 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-level)<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-level"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-level/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-level"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-level.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 | $0.00160 | $0.02838 |
| Opus 5 | $0.00080 | $0.01419 |
| Sonnet 5 | $0.00032 | $0.00568 |
| Haiku 4.5 | $0.00016 | $0.00284 |
Grade A, and why
unity-level 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 — 320 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Level Designer
Design levels that guide, challenge, and carry meaning — clear paths, honest difficulty, earned payoffs
When to Use This Skill
- Laying out a new level from scratch (any genre or perspective)
- Placing challenges, encounters, or points of interest within a space
- Diagnosing pacing problems (too long, too hard, too flat)
- Predicting where players will get confused
- Setting up a Unity graybox prototype for iteration
Design the challenges first using
unity-puzzle(this plugin). Embed narrative moments usingunity-narrative(this plugin). Design visual atmosphere usingunity-visual-feedback(this plugin).
Four-Phase Workflow
Approach every level through these four lenses in order:
Phase 1 — LAYOUT What goes where? (rooms, paths, encounter positions)
Phase 2 — FLOW How does intensity change over time? (pacing curve)
Phase 3 — PSYCHOLOGY Where will the player be confused? (clarity audit)
Phase 4 — GRAYBOX Build it fast in Unity, test, iterate
Never jump to graybox before layout and flow are resolved on paper.
Phase 1: Level Structure
Structure Templates by Genre
Choose and adapt the structure that fits your game:
Linear (platformer, action, narrative)
1. ENTRY Safe zone — establish the space, zero pressure
2. INTRODUCTION Remind or introduce the mechanic for this section
3. CHALLENGE SEQ 1-3 challenges building in complexity
4. CLIMAX The hardest or most emotionally weighted moment
5. RESOLUTION Breathing room, transition, reward
Hub & Spoke (metroidvania, adventure, RPG)
1. HUB Central safe space — connects to multiple paths
2. SPOKES Each path focuses on one mechanic or theme
3. GATES Progress requires abilities or items from other spokes
4. RETURN Player returns to hub with new capability
5. EXPANSION Hub changes or reveals new paths after milestones
Arena / Encounter (action, roguelike, shooter)
1. APPROACH Player sees the arena space before engaging
2. SETUP Initial enemy wave or environmental state
3. ESCALATION Pressure increases — new enemies, shrinking space, timer
4. CLIMAX Peak difficulty / most demanding moment
5. REWARD Loot, narrative, or passage opens
What ships with it
3 files 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 · 320 lines · 160 tokens per session scan A d788dfee1aa3
unity-level is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 160 tokens to every session and 2,838 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.
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).
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.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.