Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-scriptableobjects --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/unity/unity-scriptableobjects .claude/skills/unity-scriptableobjects && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unity-scriptableobjects" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-scriptableobjects into .claude/skills/unity-scriptableobjects/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-scriptableobjects", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-scriptableobjectsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-scriptableobjects --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/unity/unity-scriptableobjects .agents/skills/unity-scriptableobjects && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-scriptableobjects" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-scriptableobjects into .agents/skills/unity-scriptableobjects/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-scriptableobjects", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-scriptableobjects --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/unity/unity-scriptableobjects .cursor/skills/unity-scriptableobjects && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity-scriptableobjects" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-scriptableobjects into .cursor/skills/unity-scriptableobjects/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-scriptableobjects", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git --path skills/unity/unity-scriptableobjects--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-scriptableobjects --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/unity/unity-scriptableobjects .gemini/skills/unity-scriptableobjects && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity-scriptableobjects" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-scriptableobjects into .gemini/skills/unity-scriptableobjects/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-scriptableobjects", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-scriptableobjectsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/unity/unity-scriptableobjects .github/skills/unity-scriptableobjects && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity-scriptableobjects" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-scriptableobjects into .github/skills/unity-scriptableobjects/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-scriptableobjects", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-scriptableobjects --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/unity/unity-scriptableobjects .opencode/skills/unity-scriptableobjects && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity-scriptableobjects" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-scriptableobjects into .opencode/skills/unity-scriptableobjects/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-scriptableobjects", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unity-scriptableobjectsArchitect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries.
Unity Scriptableobjects is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data assets.
Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/event-channels.md`).
It sits in Game Development, covering Game development. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.
3 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit d4b0e35. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are csharp).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity Scriptableobjects loads about 1.4k tokens when it runs, and up to ~2.4k if it reads all its reference files. Until then it costs about 93 tokens; SKILL.md has 555 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from gamedev-skills/awesome-gamedev-agent-skills at commit d4b0e35, republished under its Apache-2.0 licence (© gamedev-skills). 555 words, ~1,443 tokens.
.claude/skills/unity-scriptableobjects/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Use ScriptableObject assets to store shared data and decouple systems in Unity 6.3 LTS —
configuration, event channels, and registries that live as project assets instead of being
hard-wired into scenes or singletons. Targets Unity 6.3 LTS (6000.3).
static/singleton manager.*.asset data files backed by : ScriptableObject classes.When not to use: per-instance runtime state that differs per GameObject (that belongs on
a MonoBehaviour) — a ScriptableObject asset is shared by everyone who references it. Saving
player progress to disk → save-systems. Plain DTOs that never need to be an asset can just be
[System.Serializable] classes.
ScriptableObject and tag it with [CreateAssetMenu] so
designers can create instances from the Assets menu..asset instances in the Project window; each is a shared, named
piece of data referenced by [SerializeField] fields.OnEnable if the asset is mutated during play, because edits
made in the Editor at runtime persist on the asset (a frequent source of "my values
changed after I played").using UnityEngine;
[CreateAssetMenu(fileName = "WeaponData", menuName = "Game/Weapon Data", order = 0)]
public class WeaponData : ScriptableObject
{
public string displayName = "Pistol";
public int damage = 10;
public float fireRate = 0.25f;
public GameObject projectilePrefab;
}public class Weapon : MonoBehaviour
{
[SerializeField] private WeaponData data; // assign the shared asset in the Inspector
private void Fire() => Debug.Log($"{data.displayName} for {data.damage}");
}[CreateAssetMenu(menuName = "Game/Float Variable")]
public class FloatVariable : ScriptableObject
{
[SerializeField] private float initialValue;
[System.NonSerialized] public float runtimeValue; // not saved to the asset
private void OnEnable() => runtimeValue = initialValue; // reset each play session
}
// Player writes playerHealth.runtimeValue; the HUD reads it — neither references the other.// For transient SO data you build in code (e.g. a generated config).
var temp = ScriptableObject.CreateInstance<WeaponData>();
temp.damage = 25;
// ...use temp... Destroy(temp); // clean up runtime-created instances[NonSerialized] fields
reset in OnEnable, or it will surprise you. (In a build, asset edits do not persist
across launches.)OnEnable reset — with Enter Play Mode Options
enabled and Reload Domain off (a Unity 6.3 LTS fast-iteration setting), already-loaded SOs are
not re-created when you press Play, so OnEnable never fires and runtimeValue keeps its
value from the previous session. Reset explicitly from an ISerializationCallbackReceiver or
a scene-load hook instead of relying on OnEnable alone.OnEnable/OnDisable/OnDestroy but no
Update. Don't expect per-frame callbacks.save-systems instead.CreateInstance objects — runtime-created instances are not garbage-collected
like plain C# objects; Destroy them when done.GameEvent SO + listeners, type-safe payloads) and
runtime sets/registries (a shared list of active enemies), read
references/event-channels.md./Manual/class-ScriptableObject.html) and
ScriptReference/ScriptableObject, ScriptReference/CreateAssetMenuAttribute.unity-csharp-scripting — the MonoBehaviours that consume these assets.save-systems — persisting state to disk (what SOs are not for).card-game / rpg / survival-crafting — genres that lean on SO-driven data.© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in skills/unity/unity-scriptableobjects of gamedev-skills/awesome-gamedev-agent-skills.
Open the folder on GitHubat commit d4b0e35
Unity Scriptableobjects next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity Scriptableobjects this skillgamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.5k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.3k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Package AddIvanMurzak/Unity-MCP | 4.4k | 1 repos | ~665 | Automated safety check: Pass | Apache-2.0 |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
IvanMurzak/Unity-MCP
Install a Unity package from the registry, a Git URL, or a local path.
trekawek/coffee-gb
Plays an authorized Game Boy or Game Boy Color ROM in one persistent headless Coffee GB session, inspecting frames and keeping an action trace for replay or tests.
gamedev-skills/awesome-gamedev-agent-skills
Plan, generate, source, normalize, and validate cohesive visual game assets.
gamedev-skills/awesome-gamedev-agent-skills
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…
gamedev-skills/awesome-gamedev-agent-skills
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…
gamedev-skills/awesome-gamedev-agent-skills
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the…
gamedev-skills/awesome-gamedev-agent-skills
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
gamedev-skills/awesome-gamedev-agent-skills
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
Categories
Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Unity Scriptableobjects is an agent skill from gamedev-skills/awesome-gamedev-agent-skills.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries.
Unity Scriptableobjects fits situations like: designing data-driven systems; replacing singletons/managers; creating .asset data with CreateAssetMenu; the user mentions ScriptableObject.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects -a claude-code`. Or copy the skill folder (skills/unity/unity-scriptableobjects in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/unity-scriptableobjects in your project. Claude Code loads it when a task matches its description.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects -a codex`. Or copy the skill folder (skills/unity/unity-scriptableobjects in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/unity-scriptableobjects in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-scriptableobjects -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-scriptableobjects, .gemini/skills/unity-scriptableobjects, .github/skills/unity-scriptableobjects and .opencode/skills/unity-scriptableobjects in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Scriptableobjects is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unity Scriptableobjects is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.4k tokens (SKILL.md is roughly 5.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 938 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unity Scriptableobjects: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.3k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,356 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on September 27, 2026.
Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.