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 TheArcForge/Hades --skill scene-architecturegit clone --depth 1 https://github.com/TheArcForge/HadesWrote 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/thearcforge/hades/scene-architecture)<a href="https://agentmods.dev/skills/thearcforge/hades/scene-architecture"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/scene-architecture.svg" alt="Measured on agentmods" 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 | $0.00031 | $0.05078 |
| Opus 5 | $0.00015 | $0.02539 |
| Sonnet 5 | $0.00006 | $0.01016 |
| Haiku 4.5 | $0.00003 | $0.00508 |
Grade A, and why
scene-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 6d 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 — 641 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Scene Architecture
Provides decision frameworks and implementation patterns for structuring Unity scenes — from small single-scene games to large streaming worlds with persistent services. Covers bootstrap setup, scene transitions, additive loading, and persistent manager strategies.
When to Apply
Activate when the conversation involves:
- Choosing between a monolithic scene, per-state scenes, or additive loading
- Deciding where persistent managers (audio, save, analytics) should live
- Designing scene transitions — hard cut, fade, or loading screen with progress
- Deciding whether to use
DontDestroyOnLoadvs a dedicated bootstrap scene - Setting up a streaming open-world or hub-and-spoke scene graph
- Questions about who owns a scene transition and how to trigger it
- Scene dependency: one scene needs data from a previously loaded scene
Do NOT activate for narrow scene-authoring tasks (placing objects, lighting, baking) — those go to hades:scene-authoring.
Project Context Check
Before making recommendations, gather current project state:
-
Check existing scene structure:
- Call
get_project_summary()to see scene count, project scale, render pipeline, and asset volumes — a 3-scene mobile game warrants different advice than a 40-scene open-world PC title - Call
get_scene_summary("<main_scene>")to understand what is already in the main or boot scene (existing managers, lighting, canvas hierarchy) - Call
search_by_name("*Scene*")to discover scene-related assets and scripts (loaders, transition controllers, scene reference SOs)
- Call
-
Check team decisions in memory:
- Call
recall_memory("scene loading architecture")to find documented scene strategy - Call
recall_memory("persistent manager bootstrap")to find existing manager lifetime decisions - If a recalled decision shows
warning, surface the conflict to the user before proceeding
- Call
-
Adapt based on findings:
- If graph shows an existing
BootstrapLoaderorSceneTransitionManager→ align with it rather than introducing a parallel system - If no loading infrastructure exists → introduce from scratch and prompt the user to record the decision
- If memory documents a scene strategy → follow it unless there is a strong technical reason to deviate
- If graph shows an existing
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.
- 6d ago First seen · 641 lines · 31 tokens per session scan A a706b6fac3fe
scene-architecture is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed yesterday), licensed MIT. It adds 31 tokens to every session and 5,078 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.
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