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-uitoolkitgit 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-uitoolkit)<a href="https://agentmods.dev/skills/zsutxz/claudelearning/unity-uitoolkit"><img src="https://agentmods.dev/badge/skills/zsutxz/claudelearning/unity-uitoolkit/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-uitoolkit"><img src="https://agentmods.dev/badge/skills/zsutxz/claudelearning/unity-uitoolkit.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 | $0.00039 | $0.00658 |
| Opus 5 | $0.00019 | $0.00329 |
| Sonnet 5 | $0.00008 | $0.00132 |
| Haiku 4.5 | $0.00004 | $0.00066 |
Grade A, and why
Unity UI Toolkit 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 UI Toolkit — 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 — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity UI Toolkit
Assists with Unity UI Toolkit development including UXML markup, USS styling, C# VisualElement API, and modern UI patterns.
What This Skill Helps With
UXML Structure
- Proper element hierarchy and naming conventions
- Common controls: TextField, Button, Toggle, Slider, ObjectField, ListView
- Layout containers: VisualElement, ScrollView, Foldout, TwoPaneSplitView
- Data-driven UI with templates and bindings
USS Styling
- Class-based styling and selectors
- Flexbox layout (flex-direction, justify-content, align-items)
- USS variables and dark theme optimization
- Pseudo-classes (:hover, :active, :disabled)
- Transitions and animations
C# VisualElement API
- Query API:
rootElement.Q<Button>("my-button") - Event handling:
.clicked +=and.RegisterValueChangedCallback() - Dynamic UI creation with constructors
- Data binding with
Bind()andSerializedObject
Best Practices
- UXML for structure, USS for styling, C# for logic
- Name elements for Query API access
- Use classes for styling, not inline styles
- Cache VisualElement references in fields
- Proper event cleanup in
OnDestroy()
Common Patterns
Editor Window Setup:
public void CreateGUI() {
var visualTree = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("path/to.uxml");
visualTree.CloneTree(rootVisualElement);
var button = rootVisualElement.Q<Button>("my-button");
button.clicked += OnButtonClick;
}
USS Class Toggle:
element.AddToClassList("active");
element.RemoveFromClassList("active");
element.ToggleInClassList("active");
Data Binding:
var so = new SerializedObject(target);
rootVisualElement.Bind(so);
Unity Version Requirements
- Unity 2021.2+ for runtime UI Toolkit
- Unity 2019.4+ for editor-only UI Toolkit (limited features)
See ui-toolkit-reference.md for complete API documentation.
When to Use vs Other Components
Use this Skill when: Building UI Toolkit interfaces, writing UXML/USS, or manipulating VisualElements in C#
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 87 lines · 39 tokens per session scan A 0df613e2f98e
Unity UI Toolkit is a skill published in the GitHub repository zsutxz/ClaudeLearning (5 stars, last pushed 1mo ago), licensed MIT. It adds 39 tokens to every session and 658 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 UI Toolkit, differing in 0 lines, and is treated as a copy.
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