unity-workflow

A step-by-step workflow for designing and building non-trivial features in Unity, the game-development engine.

In plain words
What is it for?
Use it to inspect existing scenes and scripts, choose between Unity architecture patterns, plan files and data flow, and account for networking, saved data, and live operations.
Why use it?
It helps clarify a feature’s scope and dependencies before implementation, reducing mistakes caused by unclear requirements or skipped design decisions.

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

Made for: Claude Code, Codex.

Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 641 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 $0.00040 $0.00641
Opus 5 $0.00020 $0.00320
Sonnet 5 $0.00008 $0.00128
Haiku 4.5 $0.00004 $0.00064

Measured 2d ago against content hash eb36d8e1949f, 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.

Sidecar~/skills/unity-workflow/SKILL.md · 64 lines

How it starts

The opening of the file, as written. The whole thing — 64 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Development Workflow

A lightweight design-first process for Unity features. Follow these phases in order. Do not skip phases — even for tasks that seem simple.

If superpowers:brainstorming is available, prefer that for the design phase — it provides stronger process enforcement. This skill is the fallback when superpowers is not installed.

Phase 1: Analyze

Before doing anything, understand the scope:

  • What is the user building? Name the feature in one sentence.
  • What existing systems does it touch? Check the scene hierarchy, existing scripts, prefabs.
  • What are the unknowns? Identify anything ambiguous in the request.
  • Does this need networking, persistence, or live ops integration?
  • What is the performance profile? (spawned frequently? rendered every frame? loaded once?)

Ask clarifying questions until there is no ambiguity. Do not proceed with assumptions.

Phase 2: Design

Present your architectural approach before building:

  • State which pattern you will use and why (prefab vs variant, SO vs MonoBehaviour, pool vs instantiate).
  • Identify the files you will create or modify.
  • If multiple systems are involved, sketch the data flow between them.
  • Call out tradeoffs explicitly — what you gain and what you give up.
  • If the uniclaude:unity-architect skill is available, load it for detailed decision frameworks.

Get explicit user approval before proceeding to implementation.

Phase 3: Implement

Execute the approved design:

  • Use MCP tools for all scene, prefab, and asset authoring.
  • Write C# scripts for runtime behavior only.
  • State what you are doing at each step — do not work silently.
  • Use batch operations where possible (scene_setup, component_set_properties, animation_create_controller).
  • Wrap script modifications in BeginScriptEditing / EndScriptEditing.
  • If the relevant workflow skill is available (uniclaude:scene-authoring, uniclaude:prefab-workflow, uniclaude:animation-workflow), load it for efficient tool sequences.

Phase 4: Verify

Read the full file on GitHub · 64 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 · 64 lines · 40 tokens per session scan A eb36d8e1949f

Subscribe to this mod's changes

unity-workflow is a skill published in the GitHub repository TheArcForge/UniClaude (51 stars, last pushed 3mo ago), licensed MIT. It adds 40 tokens to every session and 641 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.