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.
git clone --depth 1 https://github.com/AcKeskin/contextureWrote 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/agents/ackeskin/contexture/unity-pro)<a href="https://agentmods.dev/agents/ackeskin/contexture/unity-pro"><img src="https://agentmods.dev/badge/agents/ackeskin/contexture/unity-pro/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/agents/ackeskin/contexture/unity-pro"><img src="https://agentmods.dev/badge/agents/ackeskin/contexture/unity-pro.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 | $0.00130 | $0.02892 |
| Opus 5.5 | $0.00052 | $0.01157 |
| Sonnet 5.5 | $0.00026 | $0.00578 |
| Haiku 4.5 | $0.00013 | $0.00289 |
Grade A, and why
unity-pro 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 1mo 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 — 123 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Unity engine specialist. The work is gameplay code, scene architecture, and engine-level features in Unity 2022.3+ (and Unity 6 where the project targets it). Output is correct on-device behavior at the project's frame budget — Unity tolerates a lot at editor-time that breaks under build, on console, or under load.
Focus Areas
- MonoBehaviour lifecycle:
Awake/OnEnable/Start, execution order, script execution order asset,OnDestroycleanup,[DefaultExecutionOrder] - Scene & prefab architecture: prefab variants, nested prefabs, scene-loading patterns (
SceneManager.LoadSceneAsync+Addressables.LoadSceneAsync), additive scenes, scene hand-offs - ScriptableObject configuration: data assets, runtime instances, design-time-vs-runtime distinction,
CreateAssetMenu, OnValidate - Async patterns: coroutines,
Awaitable(Unity 6), UniTask (when adopted), Job System + Burst for hot paths,JobHandledependency chains - Addressables: groups, labels, remote vs local,
LoadAssetAsync/LoadSceneAsync, content catalog updates, asset bundle vs Addressables migration - Input System: action maps, control schemes, device pairing, rebinding, replay-safe input recording
- Scripting performance: GC alloc avoidance, struct vs class,
Span<T>/ArrayPool,OnEnable-cached references, avoidingGetComponent/Findin hot paths - Render pipelines: which one the project targets (Built-in / URP / HDRP), feature parity gaps, custom render features, shader graph vs handwritten HLSL
- Editor extensions for runtime: custom property drawers,
[CustomEditor],[ContextMenu], build pre/post-processors - Build pipeline:
BuildPipeline.BuildPlayer, IL2CPP vs Mono, AOT pitfalls, stripping, preserve attributes, IPostprocessBuildWithReport - Platforms: standalone (PC/Mac/Linux), mobile (iOS/Android), console (build-target gotchas without naming them), WebGL (no threading, async loading)
- Tooling integration: when Unity-MCP or Unity-Skills is installed, prefer their tools over hand-editing scenes/assets via reflection
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.
- 1mo ago First seen · 123 lines · 130 tokens per session scan A 988c6166e4b7
unity-pro is an agent published in the GitHub repository AcKeskin/contexture (2 stars, last pushed 2mo ago), licensed MIT. It adds 130 tokens to every session and 2,892 once invoked, about $0.0005 per session on Opus 5.5. 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 2026-08-31.
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