unity-level

unity-level is a skill for Claude Code from sonereraslan/local-marketplace. It costs 160 tokens per session (2,838 once invoked), scanned A, original, MIT.

A guide for planning and prototyping a playable area in a Unity game. It covers the area’s layout, player path, challenge timing, confusing spots, and a rough Unity version for testing.

In plain words
What is it for?
Use it to plan rooms and encounters, adjust difficulty and pacing, identify player confusion, and build a quick graybox prototype in Unity.
Why use it?
It helps turn a vague level idea into a clear space with a deliberate pace and route.

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 to plan rooms and encounters, adjust difficulty and pacing, identify player confusion, and build a quick graybox prototype in Unity.

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

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

agentmods 80×15 button for unity-level

Your own site · 80×15
<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>
Per session 160 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,838 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 $0.00160 $0.02838
Opus 5 $0.00080 $0.01419
Sonnet 5 $0.00032 $0.00568
Haiku 4.5 $0.00016 $0.00284

Measured 9d ago against content hash d788dfee1aa3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

plugins/superunity-design/skills/unity-level/SKILL.md · 320 lines

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 using unity-narrative (this plugin). Design visual atmosphere using unity-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

Read the full file on GitHub · 320 lines

Files

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.

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. 9d ago First seen · 320 lines · 160 tokens per session scan A d788dfee1aa3

Subscribe to this mod's changes

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.