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 agentmods add skills/thearcforge/hades/component-designnpx skills add TheArcForge/Hades --skill component-designgit clone --depth 1 https://github.com/TheArcForge/HadesWhat 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 | $0.00025 | $0.03960 |
| Opus 5 | $0.00013 | $0.01980 |
| Sonnet 5 | $0.00005 | $0.00792 |
| Haiku 4.5 | $0.00003 | $0.00396 |
Grade A, and why
component-design 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 2d 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 — 505 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Component Design
Guidance for structuring Unity MonoBehaviours: when to split responsibilities, how to wire communication between components, and how to enforce predictable lifecycle ordering.
When to Apply
Activate when the conversation involves:
- Deciding whether to split one MonoBehaviour into multiple components
- Choosing how components should communicate (events, interfaces, direct references)
- Establishing component lifecycle order or initialization sequencing
- Reviewing a MonoBehaviour that has grown large or hard to maintain
- Naming or organizing components on a prefab
- Setting up inter-system communication on a multi-component prefab
Do NOT activate for questions about scene structure, data modeling, or prefab hierarchy — those go to hades:unity-architect, hades:data-modeling, or hades:prefab-architecture.
Project Context Check
Before making recommendations:
-
Check existing patterns in the graph:
- Call
graph_query(edgeKind: "references", edgeTargetNamePattern: "MonoBehaviour", edgeTargetKind: "Class")to understand component density and naming conventions already in the project - Call
search_by_name("*Manager*")to detect existing manager patterns and whether the project uses service-locator style aggregators - Call
graph_query(edgeKind: "references", edgeTargetPath: "<path/to/Component.cs>")on the focal component to find how it is already used across prefabs
- Call
-
Check team decisions in memory:
- Call
recall_memory("component design patterns communication")to find documented communication conventions - Check validation status — if a recalled decision shows
warning, surface the conflict to the user before proceeding
- Call
-
Adapt recommendations based on findings:
- If the project already uses event channels consistently → recommend SO event channel for new communication
- If the project uses direct serialized references throughout → align unless there is a decoupling reason
- After the user agrees on a pattern not yet documented, call
propose_memory_updateto record it
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.
- 2d ago First seen · 505 lines · 25 tokens per session scan A 388ffbe02b48
component-design is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed 6d ago), licensed MIT. It adds 25 tokens to every session and 3,960 once invoked, about $0.0001 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 2026-08-30.
Other skills, from other repositories
octocode-mannequin
Use when posing, animating, or explaining a 3D human skeleton/manikin: anatomical joints, ROM clamps, walk/run/dance/backflip sequences, Three.js viewer, or agent-driven WebMCP figure control (reach/lookat). Phrases like pose the manikin, skeleton scheme, animate a walk cycle. Not for general 3D scenes…
unity-reviewer
Use after implementation to review code changes for Unity anti-patterns, performance issues, and correctness problems. Also use when superpowers:requesting-code-review is active to provide Unity-specific review criteria.
component-design
Use when you need detailed decision frameworks for MonoBehaviour composition, inter-component communication, single responsibility, and execution order.
data-modeling
Use when you need detailed decision frameworks for ScriptableObject patterns, runtime data management, serialization strategies, and data-driven architecture.
prefab-architecture
Use when you need detailed decision frameworks for prefab vs variant vs ScriptableObject, nested prefab design, override strategies, and prefab editing workflows.
scene-architecture
Use when you need detailed decision frameworks for scene structure, additive loading, scene management, transitions, and persistent managers.