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/uniclaude/scene-architecturenpx skills add TheArcForge/UniClaude --skill scene-architecturegit clone --depth 1 https://github.com/TheArcForge/UniClaudeWrote 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/uniclaude/scene-architecture)<a href="https://agentmods.dev/skills/thearcforge/uniclaude/scene-architecture"><img src="https://agentmods.dev/badge/skills/thearcforge/uniclaude/scene-architecture.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 5.1 | $0.00027 | $0.00892 |
| Opus 5 | $0.00014 | $0.00446 |
| Sonnet 5 | $0.00005 | $0.00178 |
| Haiku 4.5 | $0.00003 | $0.00089 |
Grade A, and why
scene-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.
How it starts
The opening of the file, as written. The whole thing — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Scene Architecture — Full Decision Framework
Use this when unity-architect's condensed scene section needs more depth.
DECISION: Scene Organization Pattern
When this applies: Deciding how to split a game into scenes.
Options:
-
Monolithic (single scene) — entire game in one scene.
- Use when: game jam, prototype, very small game (< 50 GameObjects total).
- Tradeoff: cannot stream content, large file, merge conflicts in teams.
-
Scene-per-state — Menu scene, Game scene, Results scene, etc.
- Use when: distinct game states with clean boundaries.
- Tradeoff: need persistent managers (audio, network) that survive loads.
- Transition: LoadScene (replaces) or LoadSceneAsync for loading screens.
-
Bootstrap + additive — one persistent scene + content scenes loaded/unloaded.
- Use when: persistent UI, managers, or audio across multiple levels.
- Tradeoff: more complex loading logic, must manage active scene.
- Pattern: Bootstrap loads first (scene 0 in build), then loads content additively.
-
Streaming (additive + distance) — world divided into chunks loaded by proximity.
- Use when: open world, large levels, seamless transitions.
- Tradeoff: complex trigger system, memory management, cross-scene references impossible.
Decision tree:
Is the game small enough for one scene?
├── YES → Monolithic
└── NO → Are there persistent systems across states?
├── NO → Scene-per-state (simple LoadScene)
└── YES → Bootstrap + additive
└── Is the world large/seamless? → Streaming chunks
DECISION: Persistent Managers
When this applies: Systems that must survive scene transitions (audio, networking, input, game state).
Options:
- Bootstrap scene (recommended) — managers live in a scene that is never unloaded.
- Setup: Create a minimal scene with manager GameObjects. Set as scene 0 in build.
- On start: bootstrap loads, then loads first content scene additively.
- Benefit: managers are inspectable, debuggable, follow normal lifecycle.
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.
- 6d ago First seen · 92 lines · 27 tokens per session scan A f91527be8959
scene-architecture is a skill published in the GitHub repository TheArcForge/UniClaude (51 stars, last pushed 3mo ago), licensed MIT. It adds 27 tokens to every session and 892 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.
Other skills, from other repositories
game-development
Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.
ar-vr-xr
AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.
unity-ai-behavior
Use when implementing AI and NPC behavior — state machines, behavior trees, GOAP, NavMesh navigation, decision-making patterns, and when to use each approach.
animation-workflow
Use when setting up animations — Animator Controllers, Animation Clips, state machines, blend trees, animation events, and Avatar configuration.
scene-architecture
Use when designing scene structure — single vs additive loading, bootstrap patterns, scene transitions, persistent managers, DontDestroyOnLoad decisions, and streaming world setups.
unity-addressables
Use when managing asset loading — Addressables vs Resources vs direct references, async loading patterns, memory management, group strategies, and content update workflows.