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 zsutxz/ClaudeLearning --skill unity-script-validatorgit clone --depth 1 https://github.com/zsutxz/ClaudeLearningWrote 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/zsutxz/claudelearning/unity-script-validator)<a href="https://agentmods.dev/skills/zsutxz/claudelearning/unity-script-validator"><img src="https://agentmods.dev/badge/skills/zsutxz/claudelearning/unity-script-validator/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/zsutxz/claudelearning/unity-script-validator"><img src="https://agentmods.dev/badge/skills/zsutxz/claudelearning/unity-script-validator.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 | $0.00028 | $0.00403 |
| Opus 5 | $0.00014 | $0.00201 |
| Sonnet 5 | $0.00006 | $0.00081 |
| Haiku 4.5 | $0.00003 | $0.00040 |
Grade A, and why
Unity Script Validator 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 9d 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.
This is a copy
100% identical to Unity Script Validator — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
What it actually says
Unity Script Validator
Validates Unity C# scripts against best practices and performance patterns specific to Unity game development.
What This Skill Checks
- Field declarations:
[SerializeField] privateinstead of public fields - Component caching: GetComponent in Awake/Start, not Update (~100x faster)
- String operations: StringBuilder for frequent concatenation
- GameObject.Find: Cache references, avoid in Update (O(n) operation)
- Code organization: #region directives, consistent ordering
- XML documentation:
<summary>tags on public methods - Update vs FixedUpdate: Appropriate usage for physics/non-physics
- Coroutines: Prefer for intermittent tasks over Update
Provides: Issues found, specific fixes, performance impact estimates, refactored code examples.
Compatibility
Applies to Unity 2019.4 LTS and later (including Unity 6).
See patterns.md and examples.md for detailed optimization techniques.
When to Use vs Other Components
Use this Skill when: Quick validation of existing Unity scripts for best practices and common issues
Use @unity-scripter agent when: Writing new code or implementing Unity features from scratch
Use @unity-refactor agent when: Improving code quality, applying design patterns, or modernizing legacy code
Use @unity-performance agent when: Deep performance profiling, memory optimization, or platform-specific tuning
Use /unity:new-script command when: Creating new scripts from production-ready templates
Related Skills
- unity-scene-optimizer: For scene-level performance analysis
- unity-template-generator: For generating validated script templates
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.
- 9d ago First seen · 46 lines · 28 tokens per session scan A fb96da8dbd11
Unity Script Validator is a skill published in the GitHub repository zsutxz/ClaudeLearning (5 stars, last pushed 1mo ago), licensed MIT. It adds 28 tokens to every session and 403 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to Unity Script Validator, differing in 0 lines, and is treated as a copy.
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