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 skills add tjboudreaux/cc-plugin-unity-gamedev --skill eng-unity-mobile-optimizationgit clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedevWrote 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/tjboudreaux/cc-plugin-unity-gamedev/eng-unity-mobile-optimization)<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/eng-unity-mobile-optimization"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/eng-unity-mobile-optimization/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/eng-unity-mobile-optimization"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/eng-unity-mobile-optimization.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00022 | $0.03186 |
| Opus 5 | $0.00011 | $0.01593 |
| Sonnet 5 | $0.00004 | $0.00637 |
| Haiku 4.5 | $0.00002 | $0.00319 |
Grade A, and why
eng-unity-mobile-optimization 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 9d 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.
This is a copy
100% identical to eng-unity-mobile-optimization — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 540 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Mobile Optimization
Overview
Mobile platforms have unique constraints: limited memory, battery life, thermal throttling, and variable hardware. This skill covers mobile-specific optimization techniques.
When to Use
- iOS and Android development
- Battery-sensitive applications
- Memory-constrained devices
- Thermal management
- Variable quality settings
Memory Management
Memory Budget System
public class MobileMemoryManager : MonoBehaviour
{
[SerializeField] private long _warningThresholdMB = 800;
[SerializeField] private long _criticalThresholdMB = 1000;
public event Action OnMemoryWarning;
public event Action OnMemoryCritical;
private void Awake()
{
// iOS memory warning callback
Application.lowMemory += OnLowMemory;
}
private void OnDestroy()
{
Application.lowMemory -= OnLowMemory;
}
private void OnLowMemory()
{
Debug.LogWarning("Low memory warning received");
OnMemoryCritical?.Invoke();
// Emergency cleanup
Resources.UnloadUnusedAssets();
GC.Collect();
}
public MemoryStatus GetMemoryStatus()
{
long usedMB = Profiler.GetTotalAllocatedMemoryLong() / 1_000_000;
if (usedMB >= _criticalThresholdMB)
return MemoryStatus.Critical;
if (usedMB >= _warningThresholdMB)
return MemoryStatus.Warning;
return MemoryStatus.Normal;
}
public void RequestCleanup()
{
// Aggressive cleanup
StartCoroutine(CleanupRoutine());
}
private IEnumerator CleanupRoutine()
{
// Unload unused assets
var operation = Resources.UnloadUnusedAssets();
yield return operation;
// GC with minimal pause
GC.Collect(0, GCCollectionMode.Optimized);
yield return null;
GC.Collect(1, GCCollectionMode.Optimized);
}
}
public enum MemoryStatus { Normal, Warning, Critical }
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.
- 9d ago First seen · 540 lines · 22 tokens per session scan A cbb55b823464
eng-unity-mobile-optimization is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (8 stars, last pushed 7mo ago), licensed MIT. It adds 22 tokens to every session and 3,186 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to eng-unity-mobile-optimization, differing in 0 lines, and is treated as a copy.
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