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 XeldarAlz/everything-claude-unity --skill character-controllergit clone --depth 1 https://github.com/XeldarAlz/everything-claude-unityWrote 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/xeldaralz/everything-claude-unity/character-controller)<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/character-controller"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/character-controller/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/xeldaralz/everything-claude-unity/character-controller"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/character-controller.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 | $0.00044 | $0.03660 |
| Opus 5 | $0.00022 | $0.01830 |
| Sonnet 5 | $0.00009 | $0.00732 |
| Haiku 4.5 | $0.00004 | $0.00366 |
Grade A, and why
character-controller 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 6d 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.
How it starts
The opening of the file, as written. The whole thing — 509 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Character Controller Patterns
Comprehensive reference for building responsive, game-feel-polished character controllers in Unity. Covers both 2D platformer and 3D action game patterns.
2D Character Controller
Ground Detection
Use an overlap circle at the character's feet rather than relying on collision callbacks. This gives frame-accurate ground state.
[Header("Ground Check")]
[SerializeField] private Transform groundCheckPoint;
[SerializeField] private float groundCheckRadius = 0.15f;
[SerializeField] private LayerMask groundLayer;
private bool _isGrounded;
private void CheckGround()
{
_isGrounded = Physics2D.OverlapCircle(
groundCheckPoint.position,
groundCheckRadius,
groundLayer
);
}
Place groundCheckPoint as a child transform at the bottom of the character sprite. Keep the radius small to avoid false positives on walls.
Coyote Time
Allow the player to jump for a brief window after walking off a ledge. This forgives slight mistiming and makes platforming feel generous rather than punishing.
[Header("Coyote Time")]
[SerializeField] private float coyoteTimeDuration = 0.1f;
private float _coyoteTimeCounter;
private void Update()
{
if (_isGrounded)
{
_coyoteTimeCounter = coyoteTimeDuration;
}
else
{
_coyoteTimeCounter -= Time.deltaTime;
}
if (_jumpPressed && _coyoteTimeCounter > 0f)
{
ExecuteJump();
_coyoteTimeCounter = 0f; // Consume coyote time
}
}
A typical value is 0.08 to 0.15 seconds. Higher feels more forgiving; lower feels tighter. Playtest to find the sweet spot for your game's pace.
Input Buffering
Queue a jump input so it fires the moment the player lands, even if they pressed the button a few frames early. Combined with coyote time, this eliminates most "I pressed jump but nothing happened" complaints.
[Header("Input Buffering")]
[SerializeField] private float jumpBufferDuration = 0.12f;
private float _jumpBufferCounter;
private void Update()
{
// Buffer the input
if (_jumpPressedThisFrame)
{
_jumpBufferCounter = jumpBufferDuration;
}
else
{
_jumpBufferCounter -= Time.deltaTime;
}
// Consume buffer when grounded (or in coyote time)
if (_jumpBufferCounter > 0f && _coyoteTimeCounter > 0f)
{
ExecuteJump();
_jumpBufferCounter = 0f;
_coyoteTimeCounter = 0f;
}
}
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.
- 6d ago First seen · 509 lines · 44 tokens per session scan A c6b5fb0beb97
character-controller is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (23 stars, last pushed 4mo ago), licensed MIT. It adds 44 tokens to every session and 3,660 once invoked, about $0.0002 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 2026-09-03.
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