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 odin-inspectorgit 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/odin-inspector)<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/odin-inspector"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/odin-inspector/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/odin-inspector"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/odin-inspector.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 | $0.00033 | $0.03263 |
| Opus 5 | $0.00016 | $0.01631 |
| Sonnet 5 | $0.00007 | $0.00653 |
| Haiku 4.5 | $0.00003 | $0.00326 |
Grade A, and why
odin-inspector 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 7d 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 — 566 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Odin Inspector & Serializer
Odin Inspector (Sirenix) extends Unity's inspector with powerful serialization (dictionaries, interfaces, polymorphic types), validation attributes, layout control, and custom editor window tools. It dramatically reduces the need for custom editors.
Serialization — SerializedMonoBehaviour & SerializedScriptableObject
Unity's default serializer cannot handle dictionaries, interfaces, abstract classes, or deeply nested polymorphic types. Odin's serializer can.
using Sirenix.OdinInspector;
using Sirenix.Serialization;
// Inherit from SerializedMonoBehaviour instead of MonoBehaviour
public class EnemyData : SerializedMonoBehaviour
{
// Dictionary — just works in the inspector
public Dictionary<string, int> Stats = new Dictionary<string, int>
{
{ "Health", 100 },
{ "Attack", 15 },
{ "Defense", 8 },
};
// Interface field — shows a polymorphic dropdown
public IAbility PrimaryAbility;
public List<IAbility> AbilityPool;
// Nested complex types
public Dictionary<DamageType, List<StatusEffect>> DamageEffects;
}
// For ScriptableObjects
public class GameConfig : SerializedScriptableObject
{
public Dictionary<string, EnemyWaveConfig> Waves;
public Dictionary<ItemRarity, Color> RarityColors;
}
When to Use Odin Serialization vs Unity Serialization
| Use Odin Serialization | Use Unity Serialization |
|---|---|
| Dictionaries, interfaces, polymorphism | Simple fields (int, float, string, Vector3) |
| Editor-time configuration data | Runtime hot-path data |
| Complex nested structures | Arrays/Lists of concrete types |
| Tool/editor windows | Prefabs and ScriptableObjects that must work without Odin |
IMPORTANT: Migration Caution
Projects using SerializedMonoBehaviour or SerializedScriptableObject are coupled to Odin. If Odin is removed from the project, all data stored via Odin's extended serialization is permanently lost. Unity only reads its own serialized data. Plan accordingly.
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.
- 7d ago First seen · 566 lines · 33 tokens per session scan A 076417fa1bcc
odin-inspector is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (23 stars, last pushed 4mo ago), licensed MIT. It adds 33 tokens to every session and 3,263 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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