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 dialogue-systemgit 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/dialogue-system)<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/dialogue-system"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/dialogue-system/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/dialogue-system"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/dialogue-system.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 | $0.00037 | $0.04321 |
| Opus 5 | $0.00018 | $0.02160 |
| Sonnet 5 | $0.00007 | $0.00864 |
| Haiku 4.5 | $0.00004 | $0.00432 |
Grade A, and why
dialogue-system 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 5d 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 — 694 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Dialogue System
Patterns for building a node-based dialogue tree system: define conversations as ScriptableObject graphs, process them at runtime with a DialogueRunner, display text with a typewriter effect, and integrate with quest/state systems through condition and event nodes.
Node Architecture
Dialogue is a directed graph of nodes. Each node has a unique ID and a type that determines its behavior.
Base Node
using UnityEngine;
public enum DialogueNodeType
{
Text,
Choice,
Condition,
Event
}
[System.Serializable]
public class DialogueNode
{
public string nodeId;
public DialogueNodeType nodeType;
// Text node fields
public string speakerName;
public string speakerKey; // Localization key for speaker name
public Sprite speakerPortrait;
public string text;
public string textKey; // Localization key: "dialogue.npc_greeting.001"
public string nextNodeId;
// Choice node fields
public DialogueChoice[] choices;
// Condition node fields
public string conditionKey; // Game state variable to check
public string trueNodeId;
public string falseNodeId;
// Event node fields
public string eventName; // Event to trigger
public string eventParameter;
public string eventNextNodeId;
}
Choice Data
[System.Serializable]
public class DialogueChoice
{
public string choiceText;
public string choiceKey; // Localization key
public string nextNodeId;
// Optional: conditions for showing this choice
public string requiredConditionKey;
public bool hideIfUnavailable; // false = show grayed out; true = hide entirely
}
Dialogue Tree (ScriptableObject)
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New Dialogue", menuName = "Dialogue/Dialogue Tree")]
public class DialogueTree : ScriptableObject
{
public string dialogueId;
public string entryNodeId;
public List<DialogueNode> nodes = new();
private Dictionary<string, DialogueNode> _lookup;
public DialogueNode GetNode(string nodeId)
{
if (_lookup == null) BuildLookup();
_lookup.TryGetValue(nodeId, out var node);
return node;
}
public DialogueNode GetEntryNode()
{
return GetNode(entryNodeId);
}
private void BuildLookup()
{
_lookup = new Dictionary<string, DialogueNode>();
foreach (var node in nodes)
{
if (string.IsNullOrEmpty(node.nodeId)) continue;
_lookup[node.nodeId] = node;
}
}
private void OnEnable()
{
_lookup = null; // Force rebuild on load
}
}
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.
- 5d ago First seen · 694 lines · 37 tokens per session scan A e6aa3e268148
dialogue-system is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (23 stars, last pushed 4mo ago), licensed MIT. It adds 37 tokens to every session and 4,321 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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