unity-mechanics

unity-mechanics is a skill for Claude Code from sonereraslan/local-marketplace. It costs 133 tokens per session (2,300 once invoked), scanned A, original, MIT.

A design guide for creating and refining gameplay mechanics in Unity, a game-development engine. Gameplay mechanics are the rules and actions that define what players can do and how the game responds.

In plain words
What is it for?
It helps design player abilities, interaction systems, mechanic constraints, contextual interactions, and how mechanics develop throughout a game.
Why use it?
It helps keep mechanics understandable, reusable, and connected to the game's main experience instead of adding disconnected features.

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 It helps design player abilities, interaction systems, mechanic constraints, contextual interactions, and how mechanics develop throughout a game.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-mechanics/github.svg)](https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-mechanics)
Your own site
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-mechanics"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-mechanics/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-mechanics

Your own site · 80×15
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-mechanics"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-mechanics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 133 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,300 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 $0.00133 $0.02300
Opus 5 $0.00067 $0.01150
Sonnet 5 $0.00027 $0.00460
Haiku 4.5 $0.00013 $0.00230

Measured 11d ago against content hash f45da9b5dcf9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

unity-mechanics 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 11d 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-mechanics/SKILL.md · 246 lines

How it starts

The opening of the file, as written. The whole thing — 246 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Mechanics Designer

Design meaningful mechanics that serve your game's core experience — depth over breadth, clarity over complexity

When to Use This Skill

  • Proposing a new player ability or interaction system
  • Evaluating whether an existing mechanic has enough depth
  • Mapping how a mechanic evolves across the game
  • Tying a mechanic's design to the game's themes
  • Checking a mechanic against the project's constraints

To generate raw mechanic ideas first use unity-brainstorming (standalone skill). For challenge design using these mechanics use unity-puzzle (this plugin). For narrative tie-in use unity-narrative (this plugin).


Design Principles

These three principles govern mechanic design regardless of genre:

1. One Mechanic = Many Uses

A mechanic must serve multiple distinct gameplay situations before it earns its place. If it solves only one type of problem, it is not a mechanic — it is a key. Keys bloat the design.

2. Mechanics Evolve, They Don't Multiply

Introduce one mechanic fully before adding another. Complexity comes from combining and deepening existing mechanics, not from adding new ones. Define a mechanic budget for your project and respect it.

3. Every Mechanic Must Teach Something

Each mechanic should communicate a truth about the game world, the character, or the system. The player should be able to say: "Oh — this world works like that."


Mechanic Proposal Format

Use this structure for every new mechanic.

## Mechanic: [Name]

**One-line description**: What the player does, in plain language.

**Player input**: Button / gesture / key / mouse action. Define the input complexity.

**Thematic tie**: What does this mechanic say about the world, the character, or the game's themes?

**Gameplay uses** (list 3+):
1. [Primary use case]
2. [Secondary use case]
3. [Tertiary / exploration use]
4. [Optional: combined use with another mechanic]

**Evolution across the game**:
- Early game (Introduce): Simplest version — one correct use, safe environment
- Mid game (Challenge): New constraint applied — pressure, risk, limited resource
- Late game (Combine): Used in combination with other mechanics for compound situations

**Constraints check**:
- [ ] Readable without a UI tooltip
- [ ] Input complexity matches the project's control scheme
- [ ] Fails gracefully — wrong use produces a clear, readable result
- [ ] Does not require another mechanic to be learned first
- [ ] Fits within the project's mechanic budget

Read the full file on GitHub · 246 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. 11d ago First seen · 246 lines · 133 tokens per session scan A f45da9b5dcf9

Subscribe to this mod's changes

unity-mechanics is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 133 tokens to every session and 2,300 once invoked, about $0.0007 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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