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 save-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/save-system)<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/save-system"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/save-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/save-system"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/save-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 | $0.00032 | $0.04499 |
| Opus 5 | $0.00016 | $0.02250 |
| Sonnet 5 | $0.00006 | $0.00900 |
| Haiku 4.5 | $0.00003 | $0.00450 |
Grade A, and why
save-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 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 — 694 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Save/Load System
Patterns for persisting game state to disk: an ISaveable interface for components that need persistence, a central SaveManager that orchestrates capture and restore, JSON serialization, save slot management, and preparation for cloud sync.
ISaveable Interface
Every component that needs to save state implements this interface. The SaveManager discovers all ISaveable objects in the scene and calls them during save/load.
/// <summary>
/// Implement on any MonoBehaviour that needs to persist state across saves.
/// </summary>
public interface ISaveable
{
/// <summary>
/// Unique key for this saveable. Must be stable across sessions.
/// Recommended format: "{scene}_{gameobject}_{component}" or a GUID.
/// </summary>
string SaveKey { get; }
/// <summary>
/// Capture current state as a serializable object.
/// Return a plain C# class or struct (no MonoBehaviour, no ScriptableObject).
/// </summary>
object CaptureState();
/// <summary>
/// Restore state from a previously captured object.
/// Cast the object to the expected type.
/// </summary>
void RestoreState(object state);
}
Example: Saveable Health Component
using UnityEngine;
public class Health : MonoBehaviour, ISaveable
{
[SerializeField] private int maxHealth = 100;
[SerializeField] private string saveKey;
private int _currentHealth;
public string SaveKey => saveKey;
private void Awake()
{
_currentHealth = maxHealth;
}
[System.Serializable]
private struct HealthSaveData
{
public int currentHealth;
public int maxHealth;
}
public object CaptureState()
{
return new HealthSaveData
{
currentHealth = _currentHealth,
maxHealth = maxHealth
};
}
public void RestoreState(object state)
{
if (state is HealthSaveData data)
{
_currentHealth = data.currentHealth;
maxHealth = data.maxHealth;
}
}
}
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 · 694 lines · 32 tokens per session scan A deab1c9d2aaf
save-system is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (23 stars, last pushed 4mo ago), licensed MIT. It adds 32 tokens to every session and 4,499 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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