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-unitaskgit 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-unitask)<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-unitask"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-unitask/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-unitask"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-unitask.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 | $0.00025 | $0.02814 |
| Opus 5 | $0.00013 | $0.01407 |
| Sonnet 5 | $0.00005 | $0.00563 |
| Haiku 4.5 | $0.00003 | $0.00281 |
Grade A, and why
tools-unity-unitask 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 9d 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-unitask — 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 — 591 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UniTask Async/Await for Unity
Overview
UniTask provides efficient async/await support for Unity with zero allocation, proper cancellation, and Unity lifecycle integration.
When to Use
- Async operations in Unity (loading, networking, delays)
- Replacing coroutines with async/await
- Managing cancellation in MonoBehaviours
- Async initialization patterns
- Parallel async operations
Installation
// manifest.json
"com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask"
Basic Patterns
Simple Async Method
public async UniTask LoadGameAsync()
{
await UniTask.Delay(1000); // 1 second delay
await LoadAssetsAsync();
await InitializeSystemsAsync();
}
Async with Return Value
public async UniTask<PlayerData> LoadPlayerAsync()
{
var json = await File.ReadAllTextAsync(path);
return JsonUtility.FromJson<PlayerData>(json);
}
Fire-and-Forget (Use Carefully!)
// ForgetTask() suppresses warnings but loses error handling
LoadGameAsync().Forget();
// Better: Use UniTaskVoid for true fire-and-forget
public async UniTaskVoid StartBackgroundTask()
{
try
{
await DoWorkAsync();
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
Cancellation Patterns
Basic CancellationToken
public class GameLoader : MonoBehaviour
{
private CancellationTokenSource _cts;
private void OnEnable()
{
_cts = new CancellationTokenSource();
LoadAsync(_cts.Token).Forget();
}
private void OnDisable()
{
_cts?.Cancel();
_cts?.Dispose();
_cts = null;
}
private async UniTask LoadAsync(CancellationToken ct)
{
await UniTask.Delay(1000, cancellationToken: ct);
// Work here...
}
}
Destroy CancellationToken (Preferred for MonoBehaviour)
public class Enemy : MonoBehaviour
{
private async UniTaskVoid Start()
{
// Automatically cancelled when GameObject destroyed
var ct = this.GetCancellationTokenOnDestroy();
while (!ct.IsCancellationRequested)
{
await UniTask.Delay(1000, cancellationToken: ct);
Patrol();
}
}
}
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.
- 9d ago First seen · 591 lines · 25 tokens per session scan A 9c8f1898b50b
tools-unity-unitask is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (8 stars, last pushed 7mo ago), licensed MIT. It adds 25 tokens to every session and 2,814 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-unitask, differing in 0 lines, and is treated as a copy.
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