unity-workflow

A four-phase workflow for developing non-trivial Unity features: analyze, design, implement, and verify. Unity is a game-development engine.

In plain words
What is it for?
Use it to research project structure, recall relevant decisions, design a feature, implement it, and verify the result with project-aware tools.
Why use it?
It provides a consistent way to inspect the existing project and past decisions before changing systems that may affect multiple scenes or components.

Skill for Claude CodeCodex

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/unity-workflow
Any agent
npx skills add TheArcForge/Hades --skill unity-workflow
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/Hades

Made for: Claude Code, Codex.

Per session 36 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,478 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 $0.00036 $0.01478
Opus 5 $0.00018 $0.00739
Sonnet 5 $0.00007 $0.00296
Haiku 4.5 $0.00004 $0.00148

Measured 2d ago against content hash d6f897c9d4e9, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-workflow 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 2d 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/unity-workflow/SKILL.md · 138 lines

How it starts

The opening of the file, as written. The whole thing — 138 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Development Workflow

A design-first process for building Unity features with Hades Graph and memory. Follow all four phases in order. Do not skip phases — tasks that seem simple often reveal hidden complexity once the project context is loaded.

This is a process skill. It defines how to approach Unity work, not what specific patterns to use. Load domain skills (hades:unity-architect, hades:scene-authoring, etc.) during the relevant phases for decision frameworks and tool sequences.

When to Apply

  • When starting any non-trivial Unity feature (new system, new component type, cross-scene work)
  • When the feature touches multiple existing systems and you need to understand impact before designing
  • When superpowers:brainstorming is not available — this skill provides the same structure for Unity-specific work

Project Context Check

Used during Phase 1 (Analyze). Run these before designing anything:

get_project_summary()                    — understand overall project structure
recall_memory("<feature_domain>")        — find relevant prior decisions and patterns

Decision Framework

Phase 1: Analyze

Before doing anything, understand the scope.

Use Hades Graph tools to explore the project:

get_project_summary()          — overall structure: scenes, assemblies, major systems
get_scene_summary("<scene>")   — current scene hierarchy and component counts
search_by_name("<keyword>")    — find existing scripts, prefabs, or assets by name
graph_query(edgeKind: "references", edgeTargetNamePattern: "<pattern>", edgeTargetKind: "Class")  — find where a pattern is already in use

Use memory to find prior decisions:

recall_memory("<feature_domain>")   — e.g., "inventory", "audio", "player movement"

Questions to answer before proceeding:

  • What is the user building? Name the feature in one sentence.
  • What existing systems does it touch? What scripts and prefabs are already relevant?
  • Are there prior decisions in memory that constrain the design?
  • What are the unknowns? Identify anything ambiguous in the request.
  • Does this need persistence, networking, or live configuration?
  • What is the performance profile? (spawned frequently? rendered every frame? loaded once?)

Read the full file on GitHub · 138 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. 2d ago First seen · 138 lines · 36 tokens per session scan A d6f897c9d4e9

Subscribe to this mod's changes

unity-workflow is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed 6d ago), licensed MIT. It adds 36 tokens to every session and 1,478 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.