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 inventory-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/inventory-system)<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/inventory-system"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/inventory-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/inventory-system"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/inventory-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 | $0.00036 | $0.04296 |
| Opus 5.5 | $0.00014 | $0.01718 |
| Sonnet 5.5 | $0.00007 | $0.00859 |
| Haiku 4.5 | $0.00004 | $0.00430 |
Grade A, and why
inventory-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 1mo 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 — 685 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Inventory, Equipment, and Crafting System
Patterns for building a complete item management pipeline: define items as ScriptableObjects, store them in a slot-based inventory, equip gear, craft new items, and bind everything to UI.
Item Definition (ScriptableObject)
Every item in the game is defined as a ScriptableObject asset. This keeps data out of code, lets designers create items in the editor, and makes save/load straightforward (reference by ID, not by full object).
using UnityEngine;
public enum ItemType
{
Consumable,
Equipment,
Material,
QuestItem,
Currency
}
public enum EquipmentSlotType
{
None,
Head,
Body,
Weapon,
Shield,
Accessory
}
[CreateAssetMenu(fileName = "New Item", menuName = "Inventory/Item Definition")]
public class ItemDefinition : ScriptableObject
{
[Header("Identity")]
public string itemId; // Unique ID for save/load: "sword_iron_01"
public string displayName;
[TextArea(2, 4)]
public string description;
public Sprite icon;
[Header("Stacking")]
public bool isStackable = true;
public int maxStackSize = 99;
[Header("Type")]
public ItemType itemType;
public EquipmentSlotType equipSlot = EquipmentSlotType.None;
[Header("Stats (for equipment)")]
public int attackBonus;
public int defenseBonus;
public int healthBonus;
public int speedBonus;
[Header("Usage (for consumables)")]
public int healAmount;
public int manaRestoreAmount;
[Header("Economy")]
public int buyPrice;
public int sellPrice;
}
Naming convention for itemId: Use snake_case with category prefix. Examples: sword_iron_01, potion_health_small, mat_wood_plank. This makes save files human-readable and debugging easier.
Item Registry
Maintain a central registry so you can look up an ItemDefinition by its itemId. This is essential for save/load (you save the ID string, then reconstruct the reference 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.
- 1mo ago First seen · 685 lines · 36 tokens per session scan A b59106ca73cc
inventory-system is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (25 stars, last pushed 6mo ago), licensed MIT. It adds 36 tokens to every session and 4,296 once invoked, about $0.0001 per session on Opus 5.5. 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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