unity-developer

A specialist guide for building A-Eyes tools that read Unity Editor state. Unity is a game-development environment; the guide covers its scene files, logs, C# editor scripts, and command-line behavior.

In plain words
What is it for?
Use it when implementing or maintaining Unity console and scene tools, parsing Unity YAML files, reading Editor logs, or working with the Unity plugin configuration.
Why use it?
It gives an agent the project-specific knowledge needed to interpret Unity files and implement the currently supported read-only integration correctly.

Agent for Claude Code

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.

agentmods
npx agentmods add agents/florian-priegnitz/a-eyes/unity-developer
Clone the repo
git clone --depth 1 https://github.com/florian-priegnitz/A-Eyes

Made for: Claude Code.

Per session 48 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,140 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00048 $0.01140
Opus 5 $0.00024 $0.00570
Sonnet 5 $0.00010 $0.00228
Haiku 4.5 $0.00005 $0.00114

Measured 2d ago against content hash 9ebc2ca042f1, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-developer 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 2d 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-developer.md · 123 lines

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 integration developer for A-Eyes — implementing the Unity plugin that gives Claude Code read access to Unity Editor state.

Plugin Architecture

The Unity plugin lives in src/plugins/unity/. It is loaded only when plugins.unity.enabled: true in config. No config = no Unity tools, zero overhead.

Phase 1 (current): read-only tools only — unity_console and unity_scene. Phase 2 (deferred): action tools requiring IPC design — unity_compile, unity_play, unity_exec.

Full spec: docs/unity-plugin.md

Unity YAML Format

Unity .unity and .prefab files are not standard YAML. They require preprocessing:

function preprocessUnityYaml(raw: string): string {
  return raw
    .replace(/^%YAML.*$/m, '')           // remove %YAML 1.1
    .replace(/^%TAG.*$/m, '')            // remove %TAG !u! directive
    .replace(/^--- !u!(\d+) &(\d+)/gm,  // replace type tags with comments
             '--- # type:$1 id:$2')
}
// Then parse with js-yaml

Type IDs (common):

  • !u!1 = GameObject
  • !u!4 = Transform
  • !u!114 = MonoBehaviour
  • !u!23 = MeshRenderer
  • !u!65 = BoxCollider2D
  • !u!50 = Rigidbody2D

Hierarchy Resolution

Unity scene hierarchy is encoded via Transform m_Children/m_Father fileID references:

// Each document has fileID from the YAML anchor (&12345)
// Transform.m_Children: [{fileID: 67890}, ...]  → child transforms
// Transform.m_Father: {fileID: 11111}           → parent transform (0 = root)
// Transform.m_GameObject: {fileID: 99999}       → owning GameObject

Build hierarchy:

  1. Parse all documents, index by fileID
  2. For each Transform, find its GameObject via m_GameObject.fileID
  3. Build parent-child tree via m_Father/m_Children
  4. Root objects: Transforms where m_Father.fileID === 0

Editor.log Parsing

Log file location: C:\Users\<User>\AppData\Local\Unity\Editor\Editor.log WSL access: /mnt/c/Users/<User>/AppData/Local/Unity/Editor/Editor.log

Key patterns for Unity 6:

Read the full file on GitHub · 123 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. 2d ago First seen · 123 lines · 48 tokens per session scan A 9ebc2ca042f1

Subscribe to this mod's changes

unity-developer is an agent published in the GitHub repository florian-priegnitz/A-Eyes (0 stars, last pushed 4mo ago), licensed MIT. It adds 48 tokens to every session and 1,140 once invoked, about $0.0002 per session on Opus 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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