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-writing-plansgit 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-writing-plans)<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.
<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>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 | $0.00101 | $0.02461 |
| Opus 5 | $0.00051 | $0.01230 |
| Sonnet 5 | $0.00020 | $0.00492 |
| Haiku 4.5 | $0.00010 | $0.00246 |
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.
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.
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 · 288 lines · 101 tokens per session scan A 73eb84b4fd88
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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