odin-inspector

odin-inspector is a skill for Claude Code from XeldarAlz/everything-claude-unity. It costs 33 tokens per session (3,263 once invoked), scanned A, original, MIT.

A Unity editor extension for storing complex game data and improving the Inspector, Unity’s editor panel for viewing and changing component values. It supports data such as dictionaries, interfaces, and nested object types.

In plain words
What is it for?
Use it to display and edit complex game data, add validation, arrange Inspector fields, and create custom editor windows.
Why use it?
Unity’s built-in data storage does not handle several of these types directly, so developers otherwise need custom editors or workarounds.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Part of the everything-claude-unity plugin — 42 skills, 27 commands, 20 agents, 5 hooks shipped together

Good fit Use it to display and edit complex game data, add validation, arrange Inspector fields, and create custom editor windows.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/xeldaralz/everything-claude-unity/odin-inspector
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.

Any agent
npx skills add XeldarAlz/everything-claude-unity --skill odin-inspector
Clone the repo
git clone --depth 1 https://github.com/XeldarAlz/everything-claude-unity

Made for: Claude Code.

Or install everything-claude-unity, the plugin that ships this one along with the rest of its 42 skills, 27 commands, 20 agents, 5 hooks.

Wrote 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.

agentmods badge for odin-inspector

README.md
[![agentmods](https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/odin-inspector/github.svg)](https://agentmods.dev/skills/xeldaralz/everything-claude-unity/odin-inspector)
Your own site
<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.

agentmods 80×15 button for odin-inspector

Your own site · 80×15
<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>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,263 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original 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 5.1 $0.00033 $0.03263
Opus 5 $0.00016 $0.01631
Sonnet 5 $0.00007 $0.00653
Haiku 4.5 $0.00003 $0.00326

Measured 7d ago against content hash 076417fa1bcc, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

.claude/skills/third-party/odin-inspector/SKILL.md · 566 lines

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.

Read the full file on GitHub · 566 lines

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. 7d ago First seen · 566 lines · 33 tokens per session scan A 076417fa1bcc

Subscribe to this mod's changes

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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