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-mechanicsgit 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-mechanics)<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.
<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>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 | $0.00133 | $0.02300 |
| Opus 5 | $0.00067 | $0.01150 |
| Sonnet 5 | $0.00027 | $0.00460 |
| Haiku 4.5 | $0.00013 | $0.00230 |
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.
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 useunity-puzzle(this plugin). For narrative tie-in useunity-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
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.
- 11d ago First seen · 246 lines · 133 tokens per session scan A f45da9b5dcf9
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.
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.
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.