data-modeling

Guidance for structuring game data in Unity, a tool for building games. It covers reusable configuration data, live game state, saving, loading, and serialization, which means converting data into a storable format.

In plain words
What is it for?
It is for designing item, enemy, or ability data; deciding between ScriptableObjects, C# classes, and components; and planning save files or registries of active game objects.
Why use it?
It helps separate designer-editable settings from changing runtime data and choose a suitable way to store and restore that data.

Skill for Claude CodeCodex

Part of the hades plugin — 22 skills, 6 commands shipped together

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.

agentmods
npx agentmods add skills/thearcforge/hades/data-modeling
Any agent
npx skills add TheArcForge/Hades --skill data-modeling
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/Hades

Made for: Claude Code, Codex.

Or install hades, the plugin that ships this one along with the rest of its 22 skills, 6 commands.

Per session 28 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,326 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00028 $0.04326
Opus 5 $0.00014 $0.02163
Sonnet 5 $0.00006 $0.00865
Haiku 4.5 $0.00003 $0.00433

Measured 3d ago against content hash c6638f319be9, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

data-modeling 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 3d 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.

ClaudeCodePlugin/skills/data-modeling/SKILL.md · 551 lines

How it starts

The opening of the file, as written. The whole thing — 551 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Data Modeling

Guidance for structuring game data in Unity: choosing the right ScriptableObject pattern, separating config from runtime state, and designing a save system that survives versioning.

When to Apply

Activate when the conversation involves:

  • Deciding whether to use a ScriptableObject, a plain C# class, or MonoBehaviour fields to hold data
  • Designing item stats, enemy configs, ability definitions, or other designer-facing data
  • Building or extending a save/load system
  • Choosing how to serialize data (JSON, binary, PlayerPrefs, SQLite)
  • Managing a runtime registry of active entities (current enemies, items in world, etc.)
  • Inspector annotation and editor-time data authoring conventions

Do NOT activate for pure component-structure questions (single MB vs. split) — those go to hades:component-design. Do NOT activate for prefab organization questions — those go to hades:prefab-architecture.

Project Context Check

Before making recommendations:

  1. Check existing assets and types in the graph:

    • Call search_by_name("*.asset") to discover existing ScriptableObject assets and understand naming conventions
    • Call graph_query(edgeKind: "references", edgeTargetNamePattern: "ScriptableObject", edgeTargetKind: "Class") to find SO-derived types already defined in the project
    • Call get_project_summary() to understand project scale — asset count and assembly structure inform whether a lightweight pattern or a formal save-system layer is appropriate
  2. Check team decisions in memory:

    • Call recall_memory("data modeling serialization save") to find documented data and save conventions
    • Check validation status — if a recalled decision shows warning, surface the conflict to the user before proceeding
  3. Adapt recommendations based on findings:

    • If the project already has a save system → extend it rather than introduce a parallel one
    • If the project has established SO naming conventions → follow them in new assets
    • After agreeing on a new pattern, call propose_memory_update to record the decision

Read the full file on GitHub · 551 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. 3d ago First seen · 551 lines · 28 tokens per session scan A c6638f319be9

Subscribe to this mod's changes

data-modeling is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed 7d ago), licensed MIT. It adds 28 tokens to every session and 4,326 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.

Related

Other skills, from other repositories