build-live-game

A Unity workflow for building and operating games whose back-end features are managed by Unity Services. Unity Services are online systems for features such as player accounts, saved progress, leaderboards, and matchmaking.

In plain words
What is it for?
Implementing battle passes, achievements, progression, cloud saves, leaderboards, matchmaking, virtual economies, authentication, server-authoritative logic, and anti-cheat features.
Why use it?
It helps connect and debug game features that depend on online data or server-side rules. It addresses systems where player progress, competition, payments, or fair play must work across sessions and devices.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/unity-technologies/unity-agent-plugin/build-live-game
Any agent
npx skills add Unity-Technologies/unity-agent-plugin --skill build-live-game
Clone the repo
git clone --depth 1 https://github.com/Unity-Technologies/unity-agent-plugin

Made for: Claude Code, Codex.

Per session 126 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,363 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin unknown No closer match found 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 $0.00126 $0.04363
Opus 5 $0.00063 $0.02181
Sonnet 5 $0.00025 $0.00873
Haiku 4.5 $0.00013 $0.00436

Measured 2d ago against content hash b0b6fe0ffc0e, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

build-live-game 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 2d 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.

skills/build-live-game/SKILL.md · 316 lines

The source is not reproduced here

No licence file

A repository with no LICENSE is all rights reserved by default, so the body is not copied here. The metadata, the measurements and the link are.

Read it on GitHub

Files

What ships with it

10 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 2d ago First seen · 316 lines · 126 tokens per session scan A b0b6fe0ffc0e

Subscribe to this mod's changes

build-live-game is a skill published in the GitHub repository Unity-Technologies/unity-agent-plugin (12 stars, last pushed 7d ago), with no licence file. It adds 126 tokens to every session and 4,363 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

Other skills, from other repositories

geometry-and-math

Use this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp.

phaserjs/phaser · 64 tokens

text-and-bitmaptext

Use this skill when displaying text in Phaser 4. Covers Text game objects, BitmapText, web fonts, text styling, word wrap, alignment, padding, and dynamic text content. Triggers on: Text, BitmapText, this.add.text, font, word wrap, text style.

phaserjs/phaser · 64 tokens

unity-mcp-orchestrator

Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for…

CoplayDev/unity-mcp · 72 tokens

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.

IvanMurzak/Unity-MCP · 49 tokens

assets-create-folder

Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).

IvanMurzak/Unity-MCP · 55 tokens

assets-prefab-save

Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.

IvanMurzak/Unity-MCP · 37 tokens