tools-unity-memorypack

tools-unity-memorypack is a skill for Claude Code from tjboudreaux/cc-plugin-unity-gamedev. It costs 26 tokens per session (2,942 once invoked), scanned A, a copy of tools-unity-memorypack, MIT.

A guide to MemoryPack, a C# tool that converts Unity data into compact binary files and back again. Unity is a game-development platform, and serialization means saving structured data in a form that can be stored or sent.

In plain words
What is it for?
Use it for Unity game saves, network messages, asset data, caches, persistence systems, and other high-frequency data conversion.
Why use it?
It helps keep repeated data conversion efficient and avoid creating extra temporary objects. It also covers custom data formats and compatibility as saved data changes over time.

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 Unity game saves, network messages, asset data, caches, persistence systems, and other high-frequency data conversion.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-memorypack.svg)](https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-memorypack)
Your own site
<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-memorypack"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-memorypack.svg" alt="Measured on agentmods" height="20"></a>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,942 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 $0.00026 $0.02942
Opus 5 $0.00013 $0.01471
Sonnet 5 $0.00005 $0.00588
Haiku 4.5 $0.00003 $0.00294

Measured 7d ago against content hash ce0a417fd4f1, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

tools-unity-memorypack 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 7d 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-memorypack — 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-memorypack/SKILL.md · 572 lines

How it starts

The opening of the file, as written. The whole thing — 572 lines — stays where its author put it; the contents beside it link to each section on GitHub.

MemoryPack

Overview

MemoryPack is a high-performance zero-allocation serializer for C#. This skill covers patterns for Unity serialization, custom formatters, and performance optimization.

When to Use

  • Game save data
  • Network message serialization
  • Asset data serialization
  • Cache/persistence systems
  • High-frequency serialization needs

Basic Usage

Serializable Class

using MemoryPack;

[MemoryPackable]
public partial class PlayerSaveData
{
    public string PlayerId;
    public string PlayerName;
    public int Level;
    public float Experience;
    public Vector3 Position;
    public List<ItemData> Inventory;
    public Dictionary<string, int> Statistics;
    
    [MemoryPackConstructor]
    public PlayerSaveData() { }
}

[MemoryPackable]
public partial class ItemData
{
    public string ItemId;
    public int Quantity;
    public int Durability;
}

Serialization/Deserialization

public class SaveSystem
{
    public byte[] Serialize<T>(T data)
    {
        return MemoryPackSerializer.Serialize(data);
    }
    
    public T Deserialize<T>(byte[] bytes)
    {
        return MemoryPackSerializer.Deserialize<T>(bytes);
    }
    
    public async UniTask SaveToFileAsync(string path, PlayerSaveData data)
    {
        byte[] bytes = MemoryPackSerializer.Serialize(data);
        await File.WriteAllBytesAsync(path, bytes);
    }
    
    public async UniTask<PlayerSaveData> LoadFromFileAsync(string path)
    {
        if (!File.Exists(path))
            return null;
        
        byte[] bytes = await File.ReadAllBytesAsync(path);
        return MemoryPackSerializer.Deserialize<PlayerSaveData>(bytes);
    }
}

Unity Type Formatters

Vector3 Formatter

using MemoryPack;
using UnityEngine;

public class Vector3Formatter : MemoryPackFormatter<Vector3>
{
    public override void Serialize<TBufferWriter>(
        ref MemoryPackWriter<TBufferWriter> writer, 
        scoped ref Vector3 value)
    {
        writer.WriteUnmanaged(value.x);
        writer.WriteUnmanaged(value.y);
        writer.WriteUnmanaged(value.z);
    }

    public override void Deserialize(
        ref MemoryPackReader reader, 
        scoped ref Vector3 value)
    {
        value.x = reader.ReadUnmanaged<float>();
        value.y = reader.ReadUnmanaged<float>();
        value.z = reader.ReadUnmanaged<float>();
    }
}

Read the full file on GitHub · 572 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. 7d ago First seen · 572 lines · 26 tokens per session scan A ce0a417fd4f1

Subscribe to this mod's changes

tools-unity-memorypack is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (8 stars, last pushed 7mo ago), licensed MIT. It adds 26 tokens to every session and 2,942 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-memorypack, differing in 0 lines, and is treated as a copy.