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-gameplay-ability-systemgit 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-gameplay-ability-system)<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/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-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>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 | $0.00029 | $0.03635 |
| Opus 5 | $0.00015 | $0.01818 |
| Sonnet 5 | $0.00006 | $0.00727 |
| Haiku 4.5 | $0.00003 | $0.00364 |
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.
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.
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);
}
}
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.
- 12d ago First seen · 692 lines · 29 tokens per session scan A c0f02d272bdb
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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.