prefab-architecture

prefab-architecture is a skill for Claude Code from TheArcForge/Hades. It costs 35 tokens per session (4,415 once invoked), scanned A, original, MIT.

A Unity design guide for structuring prefabs, which are reusable bundles of game objects and settings. It covers base prefabs, variants, nested prefabs, overrides, and ScriptableObject configuration assets.

In plain words
What is it for?
Use it when deciding between a base prefab, prefab variant, nested prefab, or ScriptableObject, and when reviewing prefab overrides or stale references.
Why use it?
It helps prevent tangled prefab inheritance and conflicting overrides when building reusable game objects.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

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

Good fit Use it when deciding between a base prefab, prefab variant, nested prefab, or ScriptableObject, and when reviewing prefab overrides or stale references.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/thearcforge/hades/prefab-architecture
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 TheArcForge/Hades --skill prefab-architecture
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/Hades

Made for: Claude Code.

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

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 prefab-architecture

README.md
[![agentmods](https://agentmods.dev/badge/skills/thearcforge/hades/prefab-architecture.svg)](https://agentmods.dev/skills/thearcforge/hades/prefab-architecture)
Your own site
<a href="https://agentmods.dev/skills/thearcforge/hades/prefab-architecture"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/prefab-architecture.svg" alt="Measured on agentmods" height="20"></a>
Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,415 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00035 $0.04415
Opus 5 $0.00017 $0.02207
Sonnet 5 $0.00007 $0.00883
Haiku 4.5 $0.00003 $0.00441

Measured 7d ago against content hash 9fcea8cc5868, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

prefab-architecture 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 7d 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/prefab-architecture/SKILL.md · 544 lines

How it starts

The opening of the file, as written. The whole thing — 544 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Prefab Architecture

Provides decision frameworks and implementation patterns for structuring Unity prefabs — from simple base prefabs to variant hierarchies, nested prefab strategies, and ScriptableObject configs as a data-only alternative to deep variant chains.

When to Apply

Activate when the conversation involves:

  • Deciding whether to create a new base prefab, a prefab variant, or a ScriptableObject config
  • Structuring nested prefabs — which child objects should be independent prefabs vs. baked in
  • Managing prefab overrides: what to override, how many, and where to document them
  • Choosing between a prefab variant family and a single prefab + multiple config SO assets
  • Prefab editing workflows: when to open in Prefab Mode vs. edit in scene context
  • Preventing override conflicts in deep variant chains
  • Auditing orphaned or stale prefab references in the project

Do NOT activate for the physical act of placing and arranging objects inside a scene — that goes to hades:scene-authoring. Do NOT activate for animation state machine authoring — that goes to hades:animation-workflow.

Project Context Check

Before making recommendations, gather current project state:

  1. Check existing prefab patterns:

    • Call graph_query(edgeKind: "references", edgeTargetPath: "<path/to/Component.cs>") to discover how similar objects are currently structured — e.g. the path for EnemyController (resolve it with search_by_name first if you only have the class name) before designing a new enemy variant
    • Call search_by_name("*.prefab") for a broad inventory of prefab assets; look for naming conventions (Base_, Variant_, NPC_, etc.)
    • Call trace_dependencies("<PrefabName>") on a candidate base prefab to see what scenes and other prefabs reference it — changes to a heavily-referenced base have wide blast radius
  2. Check team decisions in memory:

    • Call recall_memory("prefab architecture variant") to find documented prefab strategy
    • Call recall_memory("scriptable object config pattern") to find whether SO configs are already in use
    • If a recalled decision shows warning, surface the conflict to the user before proceeding

Read the full file on GitHub · 544 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. 7d ago First seen · 544 lines · 35 tokens per session scan A 9fcea8cc5868

Subscribe to this mod's changes

prefab-architecture is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed 2d ago), licensed MIT. It adds 35 tokens to every session and 4,415 once invoked, about $0.0002 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.