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-template-generatorgit 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-template-generator)<a href="https://agentmods.dev/skills/zsutxz/claudelearning/unity-template-generator"><img src="https://agentmods.dev/badge/skills/zsutxz/claudelearning/unity-template-generator/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-template-generator"><img src="https://agentmods.dev/badge/skills/zsutxz/claudelearning/unity-template-generator.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 | $0.00035 | $0.00464 |
| Opus 5 | $0.00017 | $0.00232 |
| Sonnet 5 | $0.00007 | $0.00093 |
| Haiku 4.5 | $0.00003 | $0.00046 |
Grade A, and why
Unity Template Generator 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 Template Generator — 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.
How it starts
The opening of the file, as written. The whole thing — 50 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Template Generator
Assists with generating production-ready Unity C# script templates that follow best practices and Unity conventions.
Available Templates
MonoBehaviour - GameObject components with lifecycle methods, serialized fields, component caching, and Gizmo helpers.
ScriptableObject - Data assets with [CreateAssetMenu], validation, encapsulation, and clone methods.
Editor Script - Custom inspectors or windows. Asks for UGUI vs UI Toolkit preference (see unity-ui-selector).
Test Script - NUnit/PlayMode tests with Setup/TearDown, [UnityTest], performance tests, and Arrange-Act-Assert pattern.
Template Features
All templates include:
- Unity coding conventions (
[SerializeField], PascalCase, XML docs) - Performance patterns (component caching, no GetComponent in Update)
- Code organization (#region directives, consistent ordering)
- Safety features (null checks, OnValidate, Gizmos)
Placeholders: {{CLASS_NAME}}, {{NAMESPACE}}, {{DESCRIPTION}}, {{MENU_PATH}}, {{FILE_NAME}}
See template-reference.md for detailed customization options.
When to Use vs Other Components
Use this Skill when: Discussing template options, understanding template features, or getting guidance on script structure
Use @unity-scripter agent when: Writing custom scripts with specific requirements or implementing complex Unity features
Use @unity-refactor agent when: Improving existing scripts or restructuring code for better maintainability
Use /unity:new-script command when: Actually generating script files from templates with specific parameters
Use /unity:setup-test command when: Setting up complete test environments with test scripts
Related Skills
- unity-script-validator: Validates generated scripts
- unity-ui-selector: Helps choose UI system for Editor scripts
- unity-uitoolkit: Assists with UI Toolkit implementation when generating Editor scripts
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 · 50 lines · 35 tokens per session scan A fe302ab21027
Unity Template Generator is a skill published in the GitHub repository zsutxz/ClaudeLearning (5 stars, last pushed 1mo ago), licensed MIT. It adds 35 tokens to every session and 464 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to Unity Template Generator, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
script-delete
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.
script-read
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.