unity-dots-dev

unity-dots-dev is an agent for Claude Code from dyCuong03/unity-agent-team. It costs 56 tokens per session (1,271 once invoked), scanned A, original, MIT.

A specialist coding agent for Unity DOTS and ECS, Unity's data-oriented systems for running game logic with entities, components, jobs, and Burst-compiled code. It implements runtime systems such as components, physics, buffers, bakers, and performance-sensitive jobs.

In plain words
What is it for?
Use it to build or debug ECS components and systems, jobs, buffers, physics, bakers, blob assets, and Burst-compiled runtime code.
Why use it?
It gives DOTS work to an agent focused on data layout, update order, job dependencies, and the cost of changing entity structures. It is intended only for Unity projects.

Agent for Claude Code

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

Good fit Use it to build or debug ECS components and systems, jobs, buffers, physics, bakers, blob assets, and Burst-compiled runtime code.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/dycuong03/unity-agent-team/unity-dots-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-dots-dev

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

Your own site · 80×15
<a href="https://agentmods.dev/agents/dycuong03/unity-agent-team/unity-dots-dev"><img src="https://agentmods.dev/badge/agents/dycuong03/unity-agent-team/unity-dots-dev.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 56 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,271 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 $0.00056 $0.01271
Opus 5.5 $0.00022 $0.00508
Sonnet 5.5 $0.00011 $0.00254
Haiku 4.5 $0.00006 $0.00127

Measured 11d ago against content hash 303d37ea83ed, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-dots-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-dots-dev.md · 97 lines

How it starts

The opening of the file, as written. The whole thing — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Unity DOTS/ECS Developer (DOTS 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.

Mission

Implement DOTS/ECS runtime code: components, systems, jobs, bakers, buffers, blob assets, native containers, physics, and Burst-compiled hot paths — strictly within the architect's ownership.

Working Style

  • For a bug: find the core root cause (update order, dependency, write conflict, structural-change cost) before changing code. No temporary patch, no symptom suppression.
  • For implementation: follow existing project patterns; add no extra logic; reconcile with the architect's plan.
  • Use ai-game-developer MCP when you need Unity-side info — baker input, existing system shapes, console errors after compile.
  • Use agentmemory MCP only when you suspect prior implementation patterns exist for this subsystem.
  • Save to agentmemory only at handoff — one memory_lesson_save for non-obvious gotchas (Burst quirks, scheduling traps). Skip if nothing surprising.
  • If a tool fails, keep working. State the fallback once.

Tool Defaults

  • All 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 or play-mode session.
  • mcp__ai-game-developer__tests-run — before declaring complete, at minimum EditMode for touched assemblies.
  • mcp__ai-game-developer__script-execute — one-shot runtime probe.
  • Optional: python .claude/scripts/dots_scan.py <path> for common DOTS anti-patterns.

Read the full file on GitHub · 97 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 · 97 lines · 56 tokens per session scan A 303d37ea83ed

Subscribe to this mod's changes

unity-dots-dev is an agent published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 56 tokens to every session and 1,271 once invoked, about $0.0002 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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