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-memorypackgit 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-memorypack)<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>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 | $0.00026 | $0.02942 |
| Opus 5 | $0.00013 | $0.01471 |
| Sonnet 5 | $0.00005 | $0.00588 |
| Haiku 4.5 | $0.00003 | $0.00294 |
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.
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.
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>();
}
}
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.
- 7d ago First seen · 572 lines · 26 tokens per session scan A ce0a417fd4f1
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.
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