unity-visual-feedback

unity-visual-feedback is a skill for Claude Code from sonereraslan/local-marketplace. It costs 169 tokens per session (3,163 once invoked), scanned A, original, MIT.

A design guide for visual feedback in Unity games, covering how player actions appear and feel on screen.

In plain words
What is it for?
It guides animation, particles, screen effects, state changes, and interface design for actions such as jumping, attacking, interacting, or failing.
Why use it?
It helps players understand what happened by making actions, state changes, and important events visually clear and responsive.

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 guides animation, particles, screen effects, state changes, and interface design for actions such as jumping, attacking, interacting, or failing.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-visual-feedback"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-visual-feedback.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 169 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,163 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 $0.00169 $0.03163
Opus 5 $0.00084 $0.01581
Sonnet 5 $0.00034 $0.00633
Haiku 4.5 $0.00017 $0.00316

Measured 9d ago against content hash dcfef602091b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unity-visual-feedback 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-visual-feedback/SKILL.md · 337 lines

How it starts

The opening of the file, as written. The whole thing — 337 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Visual Feedback Designer

Make every action readable and every moment feel alive — through clarity, feedback, animation, and polish

When to Use This Skill

  • Designing feedback for a specific player action (jump, attack, interact, fail)
  • Diagnosing why a scene feels unclear or actions feel unresponsive
  • Defining animation states and their emotional intent
  • Adding juice and polish without breaking clarity or performance
  • Deciding what UI the game needs and how to present it

Design the mechanic first using unity-mechanics (this plugin). Design level visual atmosphere using unity-level (this plugin). Design audio response using unity-audio (this plugin).

Feedback Ownership

This skill starts the feedback design chain for any player action. It owns the visual layer: animation, particles, screen effects, state changes, and UI. The audio layer is designed in unity-audio. Neither skill alone covers "action feel" — both are required.

Workflow order: unity-mechanics (mechanic works?) → unity-visual-feedback (visual response) → unity-audio (audio response). Always design visual feedback before audio — the visual establishes timing and intensity that audio must match.


Core Philosophy

"If an action matters, it must feel noticeable."

Every mechanic the player uses must produce a feedback response that communicates: that worked or that didn't work. Silent actions erode trust in the controls.

"If the player misses it, it doesn't exist."

Visual hierarchy is not decoration. An interactive object that blends into the background is a broken design. Clarity is a higher priority than beauty.

Feedback Before Polish

Apply layers in order. A scene with no clarity cannot be rescued by juice. A feedback system that is ambiguous cannot be fixed by screen shake.


Five-Layer Workflow

Apply in this order — each layer depends on the one before:

Layer 1 — VISUAL CLARITY      Can the player read the scene?
Layer 2 — FEEDBACK SYSTEMS    Does every action communicate its result?
Layer 3 — ANIMATION           Does movement convey emotion and intent?
Layer 4 — JUICE               Does every satisfying action feel satisfying?
Layer 5 — UI / UX             What UI is necessary and how should it be presented?

Read the full file on GitHub · 337 lines

Files

What ships with it

2 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 · 337 lines · 169 tokens per session scan A dcfef602091b

Subscribe to this mod's changes

unity-visual-feedback is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 169 tokens to every session and 3,163 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.

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