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-visual-feedbackgit 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-visual-feedback)<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.
<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>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 | $0.00169 | $0.03163 |
| Opus 5 | $0.00084 | $0.01581 |
| Sonnet 5 | $0.00034 | $0.00633 |
| Haiku 4.5 | $0.00017 | $0.00316 |
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.
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 usingunity-level(this plugin). Design audio response usingunity-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?
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.
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 · 337 lines · 169 tokens per session scan A dcfef602091b
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.
Other skills, from other repositories
ux-design
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
ux-review
Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.
unity-inspector
Advise on Unity Inspector authoring UX.
threejs-game-ui-designer
Design premium Three.js game UI: HUDs, menus, overlays, pause/win/lose screens, settings, icon controls, touch UI, typography, responsive layout, safe areas, text fit, and UI/world cohesion.
game-ui-ux
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected…
biome-creation
A workflow for placing rocks, trees, plants, and other reusable scene objects into a Unity biome, a themed area of a game world. It also covers regenerating the biome and checking the result with screenshots.