tools-unity-flowcanvas

tools-unity-flowcanvas is a skill for Claude Code from tjboudreaux/cc-plugin-unity-gamedev. It costs 21 tokens per session (3,726 once invoked), scanned A, a copy of tools-unity-flowcanvas, MIT.

A guide to FlowCanvas, a Unity visual-scripting tool for building logic as connected graph nodes. It covers custom nodes, ability graphs, event-driven flows, and reusable patterns.

In plain words
What is it for?
Creating ability sequences, custom action nodes, event-driven abilities, and graph-based game logic in Unity.
Why use it?
It helps developers connect designer-friendly visual logic with a game’s ability system without designing each flow from scratch.

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 Creating ability sequences, custom action nodes, event-driven abilities, and graph-based game logic in Unity.

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

README.md
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Your own site
<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-flowcanvas"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-flowcanvas/github.svg" alt="Measured on agentmods" height="20"></a>

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agentmods 80×15 button for tools-unity-flowcanvas

Your own site · 80×15
<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-flowcanvas"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-flowcanvas.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 21 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,726 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 $0.00021 $0.03726
Opus 5 $0.00010 $0.01863
Sonnet 5 $0.00004 $0.00745
Haiku 4.5 $0.00002 $0.00373

Measured 9d ago against content hash 637fce95e2d9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

tools-unity-flowcanvas 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.

Origin

This is a copy

100% identical to tools-unity-flowcanvas — 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-flowcanvas/SKILL.md · 672 lines

How it starts

The opening of the file, as written. The whole thing — 672 lines — stays where its author put it; the contents beside it link to each section on GitHub.

FlowCanvas (ParadoxNotion)

Overview

FlowCanvas is a visual scripting solution used in Ungodly for ability graphs. This skill covers patterns for creating custom nodes, handling flow execution, and integrating with the ability system.

When to Use

  • Ability visual scripting
  • Designer-friendly logic
  • Complex ability sequences
  • Event-driven ability flow
  • Reusable ability patterns

Core Concepts

FlowNode Structure

using FlowCanvas;
using ParadoxNotion.Design;

[Category("Abilities")]
[Description("Base ability flow node")]
public abstract class FN_AbilityNode : FlowNode
{
    protected AbilityFlowScriptController Controller => 
        (AbilityFlowScriptController)graph.agent;
    
    protected AbilitySystemComponent AbilitySystem => 
        Controller?.AbilitySystemComponent;
    
    protected GameplayAbilitySpec AbilitySpec => 
        Controller?.CurrentAbilitySpec;
}

Custom Flow Nodes

Action Node

[Category("Abilities/Actions")]
[Name("Apply Damage")]
[Description("Applies damage to targets")]
public class FN_ApplyDamage : FN_AbilityNode
{
    [Input] public FlowInput enter;
    [Output] public FlowOutput exit;
    
    [Input] public ValueInput<List<GameObject>> targets;
    [Input] public ValueInput<float> baseDamage;
    [Input] public ValueInput<DamageType> damageType;
    
    [Output] public ValueOutput<int> hitCount;
    
    private int _hitCount;
    
    protected override void RegisterPorts()
    {
        enter = Input("Enter", Flow);
        exit = Output("Exit");
        
        targets = Input<List<GameObject>>("Targets");
        baseDamage = Input<float>("Base Damage", 10f);
        damageType = Input<DamageType>("Damage Type", DamageType.Physical);
        
        hitCount = Output<int>("Hit Count", () => _hitCount);
    }
    
    private void Flow(Flow f)
    {
        _hitCount = 0;
        
        var targetList = targets.value;
        if (targetList == null || targetList.Count == 0)
        {
            f.Call(exit);
            return;
        }
        
        foreach (var target in targetList)
        {
            if (target == null) continue;
            
            var damageReceiver = target.GetComponent<IDamageReceiver>();
            if (damageReceiver != null)
            {
                var damageInfo = new DamageInfo
                {
                    Damage = baseDamage.value,
                    DamageType = damageType.value,
                    Source = Controller.gameObject
                };
                
                damageReceiver.ApplyDamage(damageInfo);
                _hitCount++;
            }
        }
        
        f.Call(exit);
    }
}

Read the full file on GitHub · 672 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. 9d ago First seen · 672 lines · 21 tokens per session scan A 637fce95e2d9

Subscribe to this mod's changes

tools-unity-flowcanvas is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (8 stars, last pushed 7mo ago), licensed MIT. It adds 21 tokens to every session and 3,726 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-flowcanvas, differing in 0 lines, and is treated as a copy.