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-workflownpx skills add TheArcForge/Hades --skill unity-workflowgit clone --depth 1 https://github.com/TheArcForge/HadesWhat 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 | $0.00036 | $0.01478 |
| Opus 5 | $0.00018 | $0.00739 |
| Sonnet 5 | $0.00007 | $0.00296 |
| Haiku 4.5 | $0.00004 | $0.00148 |
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.
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:brainstormingis 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?)
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.
- 2d ago First seen · 138 lines · 36 tokens per session scan A d6f897c9d4e9
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.
Other skills, from other repositories
unity-reviewer
Use after implementation to review code changes for Unity anti-patterns, performance issues, and correctness problems. Also use when superpowers:requesting-code-review is active to provide Unity-specific review criteria.
component-design
Use when you need detailed decision frameworks for MonoBehaviour composition, inter-component communication, single responsibility, and execution order.
data-modeling
Use when you need detailed decision frameworks for ScriptableObject patterns, runtime data management, serialization strategies, and data-driven architecture.
prefab-architecture
Use when you need detailed decision frameworks for prefab vs variant vs ScriptableObject, nested prefab design, override strategies, and prefab editing workflows.
scene-architecture
Use when you need detailed decision frameworks for scene structure, additive loading, scene management, transitions, and persistent managers.
unity-architect
Use when making Unity architecture decisions — system design, scope analysis, feature planning. Covers prefab strategy, scene structure, component design, data modeling, and performance considerations.