unity-writing-plans

unity-writing-plans is a skill for Claude Code from sonereraslan/local-marketplace. It costs 101 tokens per session (2,461 once invoked), scanned A, original, MIT.

A planning guide for Unity features that gives a C# developer a detailed task breakdown, including files, scenes, editor setup, references, and tests.

In plain words
What is it for?
Use it to plan Unity features, specify prefab and ScriptableObject changes, configure the Inspector, and define EditMode or PlayMode testing steps.
Why use it?
It reduces guesswork about where changes belong and how to verify a feature before implementation starts. TDD means writing tests to guide development.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: mentions subagents.

Part of the superunity plugin — 11 skills, 1 command, 4 agents, 2 hooks shipped together

Good fit Use it to plan Unity features, specify prefab and ScriptableObject changes, configure the Inspector, and define EditMode or PlayMode testing steps.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/sonereraslan/local-marketplace/unity-writing-plans
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-writing-plans
Clone the repo
git clone --depth 1 https://github.com/sonereraslan/local-marketplace

Made for: Claude Code.

Or install superunity, the plugin that ships this one along with the rest of its 11 skills, 1 command, 4 agents, 2 hooks.

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-writing-plans

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-writing-plans"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-writing-plans.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 101 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,461 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 $0.00101 $0.02461
Opus 5 $0.00051 $0.01230
Sonnet 5 $0.00020 $0.00492
Haiku 4.5 $0.00010 $0.00246

Measured 11d ago against content hash 73eb84b4fd88, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

unity-writing-plans 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/skills/unity-writing-plans/SKILL.md · 288 lines

How it starts

The opening of the file, as written. The whole thing — 288 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Writing Unity Implementation Plans

Overview

Write comprehensive implementation plans assuming the engineer:

  • Has zero context about our Unity project structure
  • Does not know our folder conventions or naming patterns
  • Is weak at test design in Unity Test Framework
  • May over-engineer unless constrained
  • Is skilled at C# but not yet aligned with our architecture

Document everything they need to know:

  • Which folders to create
  • Which C# scripts to create/modify (exact paths)
  • Which Prefabs / ScriptableObjects to create
  • Which Scenes to touch
  • Inspector configuration steps
  • How to wire references
  • How to test (EditMode / PlayMode)
  • How to validate in the Unity Editor

Enforce: DRY, YAGNI, SOLID (especially SRP), Composition over inheritance, TDD where possible. Commit once per feature (not per task) — keep changes staged until the feature is complete.

Announce at start: "Using the unity-writing-plans skill to create the implementation plan."

Context: This should be run in a dedicated Git branch.

Save plans to: docs/plans/YYYY-MM-DD-<feature-name>.md

Bite-Sized Task Granularity

Steps should be atomic and reviewable. Default: 2-5 minutes per step. For repetitive mechanical tasks (e.g., creating multiple similar ScriptableObjects, adding the same component to several prefabs), batching is allowed.

  • "Create folder Assets/Scripts/Inventory/" — step
  • "Create empty C# script InventoryManager.cs" — step
  • "Write failing EditMode test for AddItem" — step
  • "Run EditMode tests and confirm failure" — step
  • "Implement minimal AddItem logic" — step
  • "Run tests and confirm pass" — step
  • "Create ScriptableObject ItemData.asset" — step
  • "Create Prefab and assign references in Inspector" — step
  • "Create 5 item assets: Sword, Shield, Potion, Ring, Helmet" — batched step (mechanical)
  • "Commit" — only at the end of the feature, not after every task

Never combine design decisions into one step. Mechanical repetition can be batched.

Read the full file on GitHub · 288 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 · 288 lines · 101 tokens per session scan A 73eb84b4fd88

Subscribe to this mod's changes

unity-writing-plans is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 101 tokens to every session and 2,461 once invoked, about $0.0005 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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