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 agentmods add skills/xeldaralz/everything-claude-unity/scriptable-objectsnpx skills add XeldarAlz/everything-claude-unity --skill scriptable-objectsgit clone --depth 1 https://github.com/XeldarAlz/everything-claude-unityWhat 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 | $0.00034 | $0.01310 |
| Opus 5 | $0.00017 | $0.00655 |
| Sonnet 5 | $0.00007 | $0.00262 |
| Haiku 4.5 | $0.00003 | $0.00131 |
Grade A, and why
scriptable-objects 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 2d 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 — 181 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ScriptableObject Architecture
ScriptableObjects (SOs) are Unity's most powerful architectural tool. They are asset-based data containers that live outside scenes, enabling data-driven design, loose coupling, and designer-friendly workflows.
Pattern 1: Data Container
The simplest and most common use — define game data as assets.
[CreateAssetMenu(fileName = "NewWeapon", menuName = "Game/Weapon Definition")]
public sealed class WeaponDefinition : ScriptableObject
{
[Header("Identity")]
[SerializeField] private string _displayName;
[SerializeField] private Sprite _icon;
[TextArea]
[SerializeField] private string _description;
[Header("Stats")]
[SerializeField] private float _damage = 10f;
[SerializeField] private float _fireRate = 0.5f;
[SerializeField] private int _ammoCapacity = 30;
[SerializeField] private GameObject _prefab;
public string DisplayName => _displayName;
public Sprite Icon => _icon;
public float Damage => _damage;
public float FireRate => _fireRate;
public int AmmoCapacity => _ammoCapacity;
public GameObject Prefab => _prefab;
}
Use for: Items, abilities, enemy configs, level data, audio events, UI themes.
Pattern 2: Event Channel
Zero-coupling communication between systems. No direct references needed.
[CreateAssetMenu(fileName = "NewVoidEvent", menuName = "Events/Void Event")]
public sealed class VoidEventChannel : ScriptableObject
{
private System.Action _onRaised;
public void Raise()
{
_onRaised?.Invoke();
}
public void Subscribe(System.Action listener)
{
_onRaised += listener;
}
public void Unsubscribe(System.Action listener)
{
_onRaised -= listener;
}
}
// Generic version for typed events
[CreateAssetMenu(fileName = "NewIntEvent", menuName = "Events/Int Event")]
public sealed class IntEventChannel : ScriptableObject
{
private System.Action<int> _onRaised;
public void Raise(int value) => _onRaised?.Invoke(value);
public void Subscribe(System.Action<int> listener) => _onRaised += listener;
public void Unsubscribe(System.Action<int> listener) => _onRaised -= listener;
}
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.
- 2d ago First seen · 181 lines · 34 tokens per session scan A 82048f28aa68
scriptable-objects is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 34 tokens to every session and 1,310 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 2026-08-30.
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