prefab-architecture

prefab-architecture is a skill for Claude Code from TheArcForge/UniClaude. It costs 33 tokens per session (837 once invoked), scanned A, original, MIT.

A Unity game-development guide for deciding how to organize reusable game objects called prefabs. It compares separate prefabs, prefab variants, and ScriptableObject data configurations.

In plain words
What is it for?
Use it when designing families of weapons, enemies, pickups, or vehicles and deciding whether differences belong in structure or data.
Why use it?
It helps avoid copying changes across many similar objects and reduces fragile chains of inherited prefab changes.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the uniclaude plugin — 11 skills shipped together

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

Made for: Claude Code.

Or install uniclaude, the plugin that ships this one along with the rest of its 11 skills.

Wrote 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.

agentmods badge for prefab-architecture

README.md
[![agentmods](https://agentmods.dev/badge/skills/thearcforge/uniclaude/prefab-architecture.svg)](https://agentmods.dev/skills/thearcforge/uniclaude/prefab-architecture)
Your own site
<a href="https://agentmods.dev/skills/thearcforge/uniclaude/prefab-architecture"><img src="https://agentmods.dev/badge/skills/thearcforge/uniclaude/prefab-architecture.svg" alt="Measured on agentmods" height="20"></a>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 837 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 5.1 $0.00033 $0.00837
Opus 5 $0.00016 $0.00418
Sonnet 5 $0.00007 $0.00167
Haiku 4.5 $0.00003 $0.00084

Measured 6d ago against content hash fbee740de915, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

prefab-architecture 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 6d 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/prefab-architecture/SKILL.md · 82 lines

How it starts

The opening of the file, as written. The whole thing — 82 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Prefab Architecture — Full Decision Framework

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

DECISION: Prefab vs Variant vs ScriptableObject Config

When this applies: Creating a family of related objects (weapons, enemies, pickups, vehicles).

Options:

  1. Separate prefabs — each variant is an independent prefab asset.

    • Use when: variants differ in structure (different components, different child hierarchies).
    • Use when: fewer than 5 variants total.
    • Tradeoff: changes to shared structure must be replicated manually across all.
  2. Prefab variants — base prefab + variants that override specific values.

    • Use when: variants share structure but differ in property values or additive children.
    • Use when: 3-15 variants needed.
    • Tradeoff: cannot remove components/children from base — only add or override.
    • Tradeoff: variant chains deeper than 2 levels are fragile (override conflicts).
  3. ScriptableObject config + single prefab — one prefab, multiple SO data assets.

    • Use when: variants are data-only (different stats, sprites, names, costs).
    • Use when: 10+ variants needed (scalable).
    • Tradeoff: less editor preview (need to play to see configured variant).
    • Tradeoff: requires a "configurator" script on the prefab that reads the SO.

Decision tree:

Do variants differ in components or children?
├── YES → Separate prefabs (or variant if additive only)
└── NO → Data-only differences?
    ├── YES → How many variants?
    │   ├── < 10 → Prefab variants (visual editor preview)
    │   └── >= 10 → ScriptableObject config (scalable)
    └── MIXED → Base prefab variant + SO for data portions

Questions to ask the user:

  • How many variants will exist now? In 6 months?
  • Do designers need drag-and-drop visual preview per variant?
  • Will new variants be added by non-programmers?

DECISION: Nested Prefab Structure

When this applies: A prefab has children that are themselves reusable.

Read the full file on GitHub · 82 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. 6d ago First seen · 82 lines · 33 tokens per session scan A fbee740de915

Subscribe to this mod's changes

prefab-architecture is a skill published in the GitHub repository TheArcForge/UniClaude (51 stars, last pushed 3mo ago), licensed MIT. It adds 33 tokens to every session and 837 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.