tools-unity-addressables

tools-unity-addressables is a skill for Claude Code from tjboudreaux/cc-plugin-unity-gamedev. It costs 25 tokens per session (2,943 once invoked), scanned A, a copy of tools-unity-addressables, MIT.

A set of Unity Addressables patterns for loading assets by name or reference, tracking their dependencies and memory use, and delivering content remotely. Addressables are Unity's system for loading assets when they are needed instead of placing everything directly in the initial build.

In plain words
What is it for?
Use it for runtime prefab, audio, sprite, game-object, and scene loading, as well as remote downloads and asset memory-lifecycle management.
Why use it?
It helps control memory, load scenes and assets asynchronously, reduce build size with asset bundles, and avoid leaving loaded assets in memory unnecessarily.

Skill for Claude Code

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

Part of the unity-gamedev plugin — 21 skills shipped together

Good fit Use it for runtime prefab, audio, sprite, game-object, and scene loading, as well as remote downloads and asset memory-lifecycle management.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-addressables
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.

Any agent
npx skills add tjboudreaux/cc-plugin-unity-gamedev --skill tools-unity-addressables
Clone the repo
git clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedev

Made for: Claude Code.

Or install unity-gamedev, the plugin that ships this one along with the rest of its 21 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 tools-unity-addressables

README.md
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Your own site
<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.

agentmods 80×15 button for tools-unity-addressables

Your own site · 80×15
<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>
Per session 25 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,943 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod 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 $0.00025 $0.02943
Opus 5 $0.00013 $0.01471
Sonnet 5 $0.00005 $0.00589
Haiku 4.5 $0.00003 $0.00294

Measured 10d ago against content hash 7cb1cc6abd1d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

Origin

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.

skills/tools-unity-addressables/SKILL.md · 566 lines

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;
        }
    }
}

Read the full file on GitHub · 566 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. 10d ago First seen · 566 lines · 25 tokens per session scan A 7cb1cc6abd1d

Subscribe to this mod's changes

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.

Related

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