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 unity-audiogit 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/unity-audio)<a href="https://agentmods.dev/skills/thearcforge/hades/unity-audio"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/unity-audio/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/thearcforge/hades/unity-audio"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/unity-audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00030 | $0.05968 |
| Opus 5.5 | $0.00012 | $0.02387 |
| Sonnet 5.5 | $0.00006 | $0.01194 |
| Haiku 4.5 | $0.00003 | $0.00597 |
Grade A, and why
unity-audio 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 1mo 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 — 733 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Audio Systems
Guidance for architecting audio in Unity 6: centralized vs distributed approaches, AudioMixer group hierarchies, ScriptableObject-driven event audio, spatial audio configuration, music crossfading, and sound pooling for high-frequency effects.
When to Apply
Activate when the conversation involves:
- Adding a first audio system to a project (what architecture to start with)
- Deciding how SFX should be triggered from gameplay code (direct call vs event channel)
- Setting up AudioMixer groups, snapshots, or send/receive effects
- Implementing music that transitions between tracks or layers adaptively
- Configuring 3D spatial audio: rolloff curves, reverb zones, occlusion
- Pooling audio sources for rapid-fire sounds (gunshots, footsteps)
- Mixing and volume control including accessibility (separate sliders for Music/SFX/UI)
Do NOT activate for visual effects triggered alongside audio, animation state that happens to play a sound, or UI layout for volume sliders — those go to hades:unity-vfx, hades:component-design, or hades:unity-ui.
Project Context Check
Before making recommendations:
-
Check existing audio usage in the graph:
- Call
graph_query(edgeKind: "references", edgeTargetNamePattern: "AudioSource", edgeTargetKind: "Class")— count how many objects carry AudioSource directly; if many, the project likely uses a distributed model - Call
search_by_name("*Mixer*")— detect whether an AudioMixer asset already exists; if so, match its group structure - Call
search_by_name("*Audio*")— find existing audio managers, event assets, and listener scripts
- Call
-
Check team decisions in memory:
- Call
recall_memory("audio architecture mixer")to surface documented audio decisions or constraints - Check validation status — if a recalled decision shows
warning, surface the conflict before proceeding
- Call
-
Adapt recommendations based on findings:
- If no AudioMixer exists → recommend creating one as a first step before wiring any volume controls
- If the project already uses SO event channels elsewhere → favour SO audio events for consistency
- If distributed AudioSources are pervasive and team is happy with them → recommend adding a mixer and pool rather than a full rewrite
- After the user agrees on an approach 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.
- 1mo ago First seen · 733 lines · 30 tokens per session scan A 0753f7110e18
unity-audio is a skill published in the GitHub repository TheArcForge/Hades (29 stars, last pushed 1mo ago), licensed MIT. It adds 30 tokens to every session and 5,968 once invoked, about $0.0001 per session on Opus 5.5. 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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