unity-simplifier

unity-simplifier is an agent for Claude Code from DmitriyYukhanov/claude-plugins. It costs 29 tokens per session (972 once invoked), scanned A, original, MIT.

A code simplifier focused on C# scripts for Unity, the game development tool.

In plain words
What is it for?
Use it to improve component lookup, event subscription cleanup, null handling, and memory use without changing the code's behavior.
Why use it?
It makes code easier to understand and maintain while protecting saved scene data, public interfaces, object connections, and execution order.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the unity-dev plugin — 6 skills, 3 agents shipped together

Good fit Use it to improve component lookup, event subscription cleanup, null handling, and memory use without changing the code's behavior.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/dmitriyyukhanov/claude-plugins/unity-simplifier
Install

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.

Clone the repo
git clone --depth 1 https://github.com/DmitriyYukhanov/claude-plugins

Made for: Claude Code.

Or install unity-dev, the plugin that ships this one along with the rest of its 6 skills, 3 agents.

Wrote 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.

agentmods badge for unity-simplifier

README.md
[![agentmods](https://agentmods.dev/badge/agents/dmitriyyukhanov/claude-plugins/unity-simplifier/github.svg)](https://agentmods.dev/agents/dmitriyyukhanov/claude-plugins/unity-simplifier)
Your own site
<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.

agentmods 80×15 button for unity-simplifier

Your own site · 80×15
<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>
Per session 29 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 972 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 17d ago against content hash bfeffce701be, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

plugins/unity-dev/agents/unity-simplifier.md · 168 lines

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 with Awaitable unless target Unity version is 2023.1+ or 6+ 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.

Read the full file on GitHub · 168 lines

Changes

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.

  1. 17d ago Changed · -4 lines bfeffce701be
  2. 1mo ago First seen · 172 lines · 29 tokens per session scan A d73ee9be2a9f

Subscribe to this mod's changes

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.

Related

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.

onlygian/G-Forge · 52 tokens

godot-csharp-specialist

Godot 4 C# quality — .NET patterns, attribute-based exports, signal delegates, async patterns, type-safe node access.

Donchitos/Claude-Code-Game-Studios · 34 tokens

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…

HermeticOrmus/LibreUIUX-Claude-Code · 69 tokens

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.

KevinZai/commander · 44 tokens

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.

onlygian/G-Forge · 57 tokens

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.

onlygian/G-Forge · 53 tokens