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-uguigit 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-ugui)<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-ugui"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-ugui/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-ugui"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-ugui.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 | $0.00022 | $0.02972 |
| Opus 5.5 | $0.00009 | $0.01189 |
| Sonnet 5.5 | $0.00004 | $0.00594 |
| Haiku 4.5 | $0.00002 | $0.00297 |
Grade A, and why
tools-unity-ugui 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 2mo 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-ugui — 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 — 519 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity uGUI
Overview
Unity's uGUI system provides flexible UI but requires careful optimization to maintain performance, especially on mobile devices.
When to Use
- Game menus and HUD
- Inventory and shop screens
- Scrolling lists
- Modal dialogs
- Health bars and floating text
Canvas Optimization
Canvas Splitting
// WRONG: Everything on one canvas
// Every change causes full rebuild
// RIGHT: Split by update frequency
public class CanvasOrganizer : MonoBehaviour
{
[Header("Static UI - Never changes")]
[SerializeField] private Canvas _staticCanvas; // Background, frames
[Header("Semi-Dynamic - Changes occasionally")]
[SerializeField] private Canvas _dynamicCanvas; // Buttons, icons
[Header("Highly Dynamic - Changes every frame")]
[SerializeField] private Canvas _hudCanvas; // Health, mana, timers
private void Start()
{
// Static canvas doesn't need updates
_staticCanvas.GetComponent<GraphicRaycaster>().enabled = false;
}
}
Canvas Group for Visibility
public class UIPanel : MonoBehaviour
{
private CanvasGroup _canvasGroup;
private void Awake()
{
_canvasGroup = GetComponent<CanvasGroup>();
}
// BETTER than SetActive - doesn't rebuild canvas
public void Show()
{
_canvasGroup.alpha = 1f;
_canvasGroup.interactable = true;
_canvasGroup.blocksRaycasts = true;
}
public void Hide()
{
_canvasGroup.alpha = 0f;
_canvasGroup.interactable = false;
_canvasGroup.blocksRaycasts = false;
}
public async UniTask FadeIn(float duration)
{
_canvasGroup.interactable = true;
_canvasGroup.blocksRaycasts = true;
float elapsed = 0;
while (elapsed < duration)
{
elapsed += Time.unscaledDeltaTime;
_canvasGroup.alpha = elapsed / duration;
await UniTask.Yield();
}
_canvasGroup.alpha = 1f;
}
}
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.
- 2mo ago First seen · 519 lines · 22 tokens per session scan A 2756b64f3076
tools-unity-ugui is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (16 stars, last pushed 9mo ago), licensed MIT. It adds 22 tokens to every session and 2,972 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to tools-unity-ugui, differing in 0 lines, and is treated as a copy.
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scenario-unity-ui
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