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 tools-unity-addressablesgit 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/tools-unity-addressables)<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-addressables"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-addressables/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/tools-unity-addressables"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-addressables.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 | $0.00025 | $0.02943 |
| Opus 5 | $0.00013 | $0.01471 |
| Sonnet 5 | $0.00005 | $0.00589 |
| Haiku 4.5 | $0.00003 | $0.00294 |
Grade A, and why
tools-unity-addressables 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 10d 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 tools-unity-addressables — 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 — 566 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Addressables
Overview
Addressables provides a system for loading assets by address, with automatic dependency management, memory tracking, and remote content delivery support.
When to Use
- Loading assets dynamically at runtime
- Managing asset memory lifecycle
- Implementing remote asset downloads
- Reducing build size with asset bundles
- Loading scenes asynchronously
Core Concepts
Asset References
// In inspector - reference to addressable asset
[SerializeField] private AssetReference _prefabReference;
[SerializeField] private AssetReferenceT<AudioClip> _audioReference;
[SerializeField] private AssetReferenceSprite _spriteReference;
[SerializeField] private AssetReferenceGameObject _gameObjectReference;
Loading by Address (String)
// Load by address string
var handle = Addressables.LoadAssetAsync<GameObject>("Prefabs/Enemy");
var prefab = await handle.Task;
// Or with UniTask
var prefab = await Addressables.LoadAssetAsync<GameObject>("Prefabs/Enemy").ToUniTask();
Loading by AssetReference
// Load from serialized reference
var handle = _prefabReference.LoadAssetAsync<GameObject>();
var prefab = await handle.ToUniTask();
Loading Patterns
Basic Asset Loading
public class AssetLoader
{
private AsyncOperationHandle<GameObject> _handle;
public async UniTask<GameObject> LoadAsync(string address, CancellationToken ct)
{
_handle = Addressables.LoadAssetAsync<GameObject>(address);
try
{
return await _handle.ToUniTask(cancellationToken: ct);
}
catch (OperationCanceledException)
{
// Release on cancellation
if (_handle.IsValid())
Addressables.Release(_handle);
throw;
}
}
public void Unload()
{
if (_handle.IsValid())
{
Addressables.Release(_handle);
_handle = default;
}
}
}
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.
- 10d ago First seen · 566 lines · 25 tokens per session scan A 7cb1cc6abd1d
tools-unity-addressables is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (9 stars, last pushed 7mo ago), licensed MIT. It adds 25 tokens to every session and 2,943 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 tools-unity-addressables, differing in 0 lines, and is treated as a copy.
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