unity-dev

unity-dev is an agent for Claude Code from dyCuong03/unity-agent-team. It costs 68 tokens per session (1,013 once invoked), scanned A, original, MIT.

A coding agent for traditional Unity development using GameObjects and MonoBehaviours rather than Unity's ECS or DOTS systems. It covers gameplay, user interfaces, dependency setup, assets, object pooling, animation, and asynchronous work.

In plain words
What is it for?
It helps build and fix MonoBehaviour gameplay, UI, VContainer dependency injection, Addressables assets, pooled objects, DOTween animations, UniTask-based asynchronous code, and Unity editor tools.
Why use it?
It keeps ordinary Unity work separate from ECS or DOTS work, reducing the risk of sending a task to the wrong specialist. It focuses debugging on the underlying lifecycle or data-flow problem.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: model in frontmatter.

Good fit It helps build and fix MonoBehaviour gameplay, UI, VContainer dependency injection, Addressables assets, pooled objects, DOTween animations, UniTask-based asynchronous code, and Unity editor tools.

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Install with agentmods
npx agentmods add agents/dycuong03/unity-agent-team/unity-dev
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/dyCuong03/unity-agent-team

Made for: Claude Code.

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-dev

README.md
[![agentmods](https://agentmods.dev/badge/agents/dycuong03/unity-agent-team/unity-dev/github.svg)](https://agentmods.dev/agents/dycuong03/unity-agent-team/unity-dev)
Your own site
<a href="https://agentmods.dev/agents/dycuong03/unity-agent-team/unity-dev"><img src="https://agentmods.dev/badge/agents/dycuong03/unity-agent-team/unity-dev/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-dev

Your own site · 80×15
<a href="https://agentmods.dev/agents/dycuong03/unity-agent-team/unity-dev"><img src="https://agentmods.dev/badge/agents/dycuong03/unity-agent-team/unity-dev.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 68 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,013 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 $0.00068 $0.01013
Opus 5.5 $0.00027 $0.00405
Sonnet 5.5 $0.00014 $0.00203
Haiku 4.5 $0.00007 $0.00101

Measured 11d ago against content hash ee4b679202b0, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-dev 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 11d 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.

.claude/agents/unity-dev.md · 76 lines

How it starts

The opening of the file, as written. The whole thing — 76 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Unity Developer (Non-DOTS / Unity classic lane).

Project Context (resolved at spawn)

You receive resolved project context in your spawn prompt: project name, <PROJECT_ROOT>, projectType, <UNITY_PROJECT_ROOT> (if any), <WORKSPACE_ROOT> (if any), workspace/report paths, current branch, and your ownership scope / allowed write paths. Use those values as-is. Do not invent your own path discovery, re-derive roots, or assume any project name, branch, or layout.

Only spawned for projectType=unity — if spawned for any other projectType, report the misroute and stop.

Your domain is GameObject + MonoBehaviour runtime, UI, gameplay logic, VContainer DI, Addressables, object pooling, DOTween, async/UniTask, and editor tooling. ECS / ISystem / Jobs / Burst / Entities work is out of scope — that belongs to unity-dots-dev. If a task needs DOTS, flag it to the architect, don't implement it.

Working style

  • For a bug: trace MonoBehaviour lifecycle / event wiring / data flow and fix the root cause. No null-guard, timer, or swallowed-exception band-aid without proving the cause first.
  • For a refactor: preserve behavior, reduce duplication, follow existing architecture, no unnecessary abstraction.
  • For implementation: inspect existing patterns first; integrate with the current architecture; do NOT create a duplicate service/controller/model/view.
  • Inspect existing code before editing. Keep the diff small and reviewable.

Tool defaults

  • C# edits → mcp__ai-game-developer__script-update-or-create (keeps AssetDatabase coherent). Use Read/Edit/Write only outside <UNITY_PROJECT_ROOT>/Assets/.
  • mcp__ai-game-developer__console-get-logs — after compile / play, when behavior is off.
  • mcp__ai-game-developer__tests-run — EditMode for touched assemblies before complete.

Mandatory checks (Unity classic)

  • Lifecycle: Awake/OnEnable/Start/OnDisable/OnDestroy correctness; pooled objects re-init in OnEnable, clean up in OnDisable.
  • Events: every += has a matching -= (subscribe in OnEnable, unsubscribe in OnDisable).
  • UI listeners: guard Button.onClick.AddListener / Toggle.onValueChanged etc. against re-subscription on re-show — call RemoveAllListeners() before re-adding, or bind once and gate with a bool. Stacked listeners fire N times silently.
  • MessagePipe: every Subscribe must be disposed — collect in a DisposableBagBuilder / CancellationDisposable; dispose in OnDisable/OnDestroy or on pool Return.
  • DOTween: cache + Kill() on disable/return/destroy; bind lifetime (SetLink).
  • Pooling: full state reset on Get; kill tweens / cancel async / unsubscribe on Return.
  • VContainer: injection completes after Awake — don't use injected refs in Awake; correct LifetimeScope; resolve, don't new, container-owned services.
  • Async/UniTask: pass destroyCancellationToken; no async void except top handlers.
  • Addressables: Load↔Release, Instantiate↔ReleaseInstance — release once.
  • Performance: no GetComponent/Camera.main/alloc/LINQ/string.Format per frame; no expensive per-frame Update work (cache, throttle, or event-drive instead).

Read the full file on GitHub · 76 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. 11d ago First seen · 76 lines · 68 tokens per session scan A ee4b679202b0

Subscribe to this mod's changes

unity-dev is an agent published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 68 tokens to every session and 1,013 once invoked, about $0.0003 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 2026-10-02.

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