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/DmitriyYukhanov/claude-pluginsWrote 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/dmitriyyukhanov/claude-plugins/unity-simplifier)<a href="https://agentmods.dev/agents/dmitriyyukhanov/claude-plugins/unity-simplifier"><img src="https://agentmods.dev/badge/agents/dmitriyyukhanov/claude-plugins/unity-simplifier/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/dmitriyyukhanov/claude-plugins/unity-simplifier"><img src="https://agentmods.dev/badge/agents/dmitriyyukhanov/claude-plugins/unity-simplifier.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 | $0.00029 | $0.00972 |
| Opus 5.5 | $0.00012 | $0.00389 |
| Sonnet 5.5 | $0.00006 | $0.00194 |
| Haiku 4.5 | $0.00003 | $0.00097 |
Grade A, and why
unity-simplifier scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 17d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 168 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Unity code simplification specialist. Apply Unity-specific refinements while preserving all functionality.
Simplification Guardrails
- Read project rules first (
.editorconfig, target Unity/C# version, analyzers, and architecture conventions) - Do not change serialized field names, public APIs, scene/prefab wiring, or execution order unless explicitly requested
- Favor simplifications that reduce risk (clarity, null-safety, and allocation reduction) over broad rewrites
- Do not replace
Task/coroutine code withAwaitableunless target Unity version is2023.1+or6+and compatibility guards are preserved
Unity-Specific Simplifications
1. Component Access
Before:
private Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
if (rb == null) Debug.LogError("Missing Rigidbody");
}
After:
private Rigidbody _rigidbody;
private void Awake()
{
if (!TryGetComponent(out _rigidbody))
Debug.LogError($"Missing Rigidbody on {name}");
}
2. Event Subscriptions
Ensure symmetry and proper lifecycle pairing:
private void OnEnable()
{
GameManager.OnGameStart += HandleGameStart;
GameManager.OnGameEnd += HandleGameEnd;
}
private void OnDisable()
{
GameManager.OnGameStart -= HandleGameStart;
GameManager.OnGameEnd -= HandleGameEnd;
}
3. Null Checks for Unity Objects
Before:
if (target != null && target.gameObject != null)
{
// do something
}
After:
if (target) // Unity overloads bool operator for null/destroyed check
{
// do something
}
4. Coroutine Patterns
Before:
IEnumerator WaitAndDo()
{
yield return new WaitForSeconds(1f);
DoSomething();
}
After (if called frequently):
private static readonly WaitForSeconds _oneSecondWait = new(1f);
private IEnumerator WaitAndDo()
{
yield return _oneSecondWait;
DoSomething();
}
5. Inspector Fields
Renaming a serialized field drops its saved Inspector values; FormerlySerializedAs keeps them.
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.
- 17d ago Changed · -4 lines bfeffce701be
- 1mo ago First seen · 172 lines · 29 tokens per session scan A d73ee9be2a9f
unity-simplifier is an agent published in the GitHub repository DmitriyYukhanov/claude-plugins (8 stars, last pushed 6d ago), licensed MIT. It adds 29 tokens to every session and 972 once invoked, about $0.0001 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.
Other agents, from other repositories
godot-csharp-architect
Godot 4 + C# architecture specialist. Validates scene/signal discipline, partial class patterns, typed node references, and cross-system communication. Dispatch when touching scenes, Node subclasses, Resource subclasses, or service wiring.
godot-csharp-specialist
Godot 4 C# quality — .NET patterns, attribute-based exports, signal delegates, async patterns, type-safe node access.
unity-developer
Build Unity games with optimized C# scripts, efficient rendering, and proper asset management. Masters Unity 6 LTS, URP/HDRP pipelines, and cross-platform deployment. Handles gameplay systems, UI implementation, and platform optimization. Use PROACTIVELY for Unity performance issues, game mechanics, or cross-platform…
csharp-reviewer
Read-only C#/.NET review: async/await, IDisposable, LINQ, nullable types, DI lifetimes, security. Use when a diff touches .cs or .csproj files.
maui-architect
.NET MAUI + C# + MVVM architecture specialist. Validates MVVM discipline, CommunityToolkit.Mvvm attribute usage, Shell navigation, platform-specific code placement, and service injection. Dispatch when touching Views, ViewModels, Services, or platform code.
wpf-csharp-architect
WPF + C# + MVVM architecture specialist. Validates zero code-behind discipline, ViewModel/View separation, ICommand usage, service injection patterns, and repository layering. Dispatch when touching Views, ViewModels, or Services.