tools-unity-gameplay-ability-system

tools-unity-gameplay-ability-system is a skill for Claude Code from tjboudreaux/cc-plugin-unity-gamedev. It costs 29 tokens per session (3,635 once invoked), scanned A, a copy of tools-unity-gameplay-ability-system, MIT.

A set of Unity patterns for managing character abilities, temporary effects such as buffs and damage, character stats, and gameplay tags used to classify states or actions.

In plain words
What is it for?
Use it when building combat abilities, status effects, attribute-based stats, or tag-based gameplay checks in a Unity game.
Why use it?
It helps prevent unsafe ability recursion and mistakes when abilities and effects start or end. It also gives these related systems a consistent structure.

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 when building combat abilities, status effects, attribute-based stats, or tag-based gameplay checks in a Unity game.

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

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README.md
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Your own site
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Your own site · 80×15
<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-gameplay-ability-system"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-gameplay-ability-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 29 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,635 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 $0.00029 $0.03635
Opus 5 $0.00015 $0.01818
Sonnet 5 $0.00006 $0.00727
Haiku 4.5 $0.00003 $0.00364

Measured 12d ago against content hash c0f02d272bdb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

tools-unity-gameplay-ability-system 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 12d 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-gameplay-ability-system — 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-gameplay-ability-system/SKILL.md · 692 lines

How it starts

The opening of the file, as written. The whole thing — 692 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Gameplay Ability System (GAS)

Overview

The Gameplay Ability System provides a framework for abilities, effects, attributes, and gameplay tags. This skill covers safe implementation patterns and common pitfalls.

When to Use

  • Implementing combat abilities
  • Managing gameplay effects (buffs, debuffs, damage)
  • Attribute-based character stats
  • Tag-based gameplay queries
  • Status effect systems

Core Components

Component Hierarchy

AbilitySystemComponent (ASC)
├── Granted Abilities[]
├── Active Effects[]
├── Attribute Sets[]
└── Owned Tags[]

AbilitySystemComponent

public class AbilitySystemComponent : MonoBehaviour
{
    private List<GameplayAbilitySpec> _grantedAbilities = new();
    private List<ActiveGameplayEffect> _activeEffects = new();
    private Dictionary<string, AttributeSet> _attributeSets = new();
    private GameplayTagContainer _ownedTags = new();
    
    public IReadOnlyList<GameplayAbilitySpec> GrantedAbilities => _grantedAbilities;
    public IReadOnlyList<ActiveGameplayEffect> ActiveEffects => _activeEffects;
    public GameplayTagContainer OwnedTags => _ownedTags;
}

Abilities

Ability Specification

[CreateAssetMenu(menuName = "GAS/Ability")]
public class GameplayAbilitySO : ScriptableObject
{
    [SerializeField] private string _abilityId;
    [SerializeField] private GameplayTagContainer _abilityTags;
    [SerializeField] private GameplayTagContainer _activationBlockedTags;
    [SerializeField] private GameplayTagContainer _activationRequiredTags;
    [SerializeField] private GameplayTagContainer _cancelAbilitiesWithTags;
    [SerializeField] private float _cooldownDuration;
    [SerializeField] private GameplayEffectSO[] _costEffects;
    [SerializeField] private GameplayEffectSO[] _applyEffects;
    
    public bool CanActivate(AbilitySystemComponent asc)
    {
        // Check cooldown
        if (asc.HasActiveEffectWithTag(_cooldownTag))
            return false;
        
        // Check blocking tags
        if (asc.OwnedTags.HasAny(_activationBlockedTags))
            return false;
        
        // Check required tags
        if (!asc.OwnedTags.HasAll(_activationRequiredTags))
            return false;
        
        // Check cost
        return CanPayCost(asc);
    }
}

Read the full file on GitHub · 692 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. 12d ago First seen · 692 lines · 29 tokens per session scan A c0f02d272bdb

Subscribe to this mod's changes

tools-unity-gameplay-ability-system is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (9 stars, last pushed 7mo ago), licensed MIT. It adds 29 tokens to every session and 3,635 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-gameplay-ability-system, differing in 0 lines, and is treated as a copy.

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