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-flowcanvasgit 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-flowcanvas)<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>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-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>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 | $0.00021 | $0.03726 |
| Opus 5 | $0.00010 | $0.01863 |
| Sonnet 5 | $0.00004 | $0.00745 |
| Haiku 4.5 | $0.00002 | $0.00373 |
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.
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.
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);
}
}
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 · 672 lines · 21 tokens per session scan A 637fce95e2d9
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.
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