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/unity-reviewernpx skills add TheArcForge/Hades --skill unity-reviewergit 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-reviewer)<a href="https://agentmods.dev/skills/thearcforge/hades/unity-reviewer"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/unity-reviewer.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 | $0.00039 | $0.02854 |
| Opus 5 | $0.00019 | $0.01427 |
| Sonnet 5 | $0.00008 | $0.00571 |
| Haiku 4.5 | $0.00004 | $0.00285 |
Grade A, and why
unity-reviewer 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 5d 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 — 374 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Code Reviewer
Run through these checks after modifying or creating C# scripts. Organized by severity: Critical first, then Performance, then Style. Fix Critical issues immediately — they will break the game at runtime. Batch Performance and Style issues where convenient.
When to Apply
- After implementing any new MonoBehaviour or editor script
- When
superpowers:requesting-code-reviewis active and the changes involve Unity C# - When a bug report implicates event handling, threading, or object lifetime
- Before marking any Unity feature task complete
Project Context Check
Before running the checklist, gather impact context using Hades Graph and memory:
find_references_to("<changed_script_path>") — returns BOTH asset references (prefabs, scenes) AND C# code references (fields, parameters, constructors, casts, inheritance)
trace_dependencies("<changed_script_path>") — what the changed script depends on
recall_memory("code review conventions style") — documented team conventions and past decisions
Use these results to:
- Flag ripple risks (e.g., a change to a base class affects many dependents —
find_references_toshows both prefab dependents and C# code dependents) - Adjust severity: a performance issue in a script referenced by 40 prefabs is higher priority than one referenced by 1
- Verify the change aligns with team conventions before marking Style issues as acceptable
- Do NOT use
grepto find references — the graph is authoritative for both asset and code-level dependencies
Decision Framework
Critical (Will Break at Runtime)
CHECK: Missing Event Unsubscription
Wrong (common default):
void OnEnable() {
GameEvents.OnPlayerDied += HandlePlayerDied;
}
// No OnDisable — listener persists after destroy, causes NullReferenceException
Right:
void OnEnable() {
GameEvents.OnPlayerDied += HandlePlayerDied;
}
void OnDisable() {
GameEvents.OnPlayerDied -= HandlePlayerDied;
}
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.
- 5d ago First seen · 374 lines · 39 tokens per session scan A b99bdf408bb8
unity-reviewer is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed yesterday), licensed MIT. It adds 39 tokens to every session and 2,854 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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data-modeling
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prefab-architecture
Use when you need detailed decision frameworks for prefab vs variant vs ScriptableObject, nested prefab design, override strategies, and prefab editing workflows.