data-modeling

A Unity game-development guide for storing and managing game data with ScriptableObjects, which are reusable data assets saved in the project.

In plain words
What is it for?
Use it for item definitions, enemy settings, level parameters, lists of active objects, game events, and data-driven alternatives to C# enums.
Why use it?
It helps choose a suitable data pattern and avoid problems such as changing shared asset values during play or scanning the scene repeatedly.

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/uniclaude/data-modeling
Any agent
npx skills add TheArcForge/UniClaude --skill data-modeling
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/UniClaude

Made for: Claude Code, Codex.

Per session 29 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 839 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 $0.00029 $0.00839
Opus 5 $0.00015 $0.00419
Sonnet 5 $0.00006 $0.00168
Haiku 4.5 $0.00003 $0.00084

Measured 2d ago against content hash 4c96a53d2753, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

data-modeling 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.

Sidecar~/skills/data-modeling/SKILL.md · 93 lines

How it starts

The opening of the file, as written. The whole thing — 93 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Data Modeling — Full Decision Framework

Use this when unity-architect's condensed data section needs more depth.

DECISION: ScriptableObject Pattern Selection

When this applies: Using SOs for game data.

Options:

  1. Data container — simple read-only config.

    • Pattern: [CreateAssetMenu], public fields with stats/values.
    • Use: item definitions, enemy configs, level parameters.
    • Rule: never mutate at runtime (values persist in editor!). Clone first if needed.
  2. Runtime set — tracks active objects without FindObjectsOfType.

    • Pattern: SO holds List. Objects register in OnEnable, unregister in OnDisable.
    • Use: "all active enemies", "all collectibles in range", "all UI panels".
    • Benefit: O(1) removal, no per-frame scanning.
  3. Event channel — decoupled pub/sub.

    • Pattern: SO with UnityEvent or Action. Publisher calls Raise(), subscribers listen.
    • Use: game events that cross system boundaries (PlayerDied, LevelComplete).
    • Benefit: no scene references needed between systems.
  4. Enum-like collection — replaces C# enums with SO instances.

    • Pattern: each "enum value" is a SO asset. Systems reference the asset directly.
    • Use: damage types, item categories — when you need data attached to enum values.
    • Benefit: extensible without code changes; designers add new types.

DECISION: Runtime State Management

When this applies: Data that changes during gameplay.

Options:

  1. MonoBehaviour fields — state lives on the component.

    • Use when: per-instance, per-frame state (health, position, timers).
    • Access: other scripts hold a reference or use events.
  2. Dedicated state class (POCO) — plain C# class holding state.

    • Use when: state needs to be serialized, copied, or passed around.
    • Pattern: [System.Serializable] class, owned by a MonoBehaviour.
    • Benefit: easy to serialize for save/load, easy to snapshot for networking.
  3. Static/global state — accessible from anywhere.

    • Use ONLY for: truly global values (current score, game paused flag).
    • Implementation: static class with static properties or singleton SO.
    • Rule: minimize this. Most state should be instance-level.

Read the full file on GitHub · 93 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 · 93 lines · 29 tokens per session scan A 4c96a53d2753

Subscribe to this mod's changes

data-modeling is a skill published in the GitHub repository TheArcForge/UniClaude (51 stars, last pushed 3mo ago), licensed MIT. It adds 29 tokens to every session and 839 once invoked, about $0.0001 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.