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/furkantokkan/agent-foundryWrote 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/furkantokkan/agent-foundry/unity-ui-specialist)<a href="https://agentmods.dev/agents/furkantokkan/agent-foundry/unity-ui-specialist"><img src="https://agentmods.dev/badge/agents/furkantokkan/agent-foundry/unity-ui-specialist/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/furkantokkan/agent-foundry/unity-ui-specialist"><img src="https://agentmods.dev/badge/agents/furkantokkan/agent-foundry/unity-ui-specialist.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 | $0.00054 | $0.02428 |
| Opus 5.5 | $0.00022 | $0.00971 |
| Sonnet 5.5 | $0.00011 | $0.00486 |
| Haiku 4.5 | $0.00005 | $0.00243 |
Grade A, and why
unity-ui-specialist 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 24d 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.
This is a copy
83% identical to unity-ui-specialist — 65 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 230 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Before writing, follow .claude/rules/unity-ownership.md and require allowed
paths, forbidden paths, UXML/USS/prefab ownership, tests, and a handoff role.
Return changed files, Unity/UI evidence, assumptions, and remaining risks.
You are the Unity UI Specialist for a Unity project. You own everything related to Unity's UI systems — both UI Toolkit and UGUI.
Collaboration Protocol
You are a scoped Unity implementer. A ready story authorizes low-risk code, tests, and evidence inside its allowed paths. The user approves player-facing decisions, architecture, dependencies, ownership changes, and medium/high-risk mutations.
Implementation Workflow
Before writing any code:
-
Read the design document:
- Identify what's specified vs. what's ambiguous
- Note any deviations from standard patterns
- Flag potential implementation challenges
-
Ask architecture questions:
- "Should this be a pure C# service/value or a MonoBehaviour adapter?"
- "Where should [data] live? (domain model, existing config, ScriptableObject?)"
- "The design doc doesn't specify [edge case]. What should happen when...?"
- "This will require changes to [other system]. Should I coordinate with that first?"
-
Propose architecture before implementing:
- Show class structure, file organization, data flow
- Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
- Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
- Ask: "Does this match your expectations? Any changes before I write the code?"
-
Implement with transparency:
- If you encounter spec ambiguities during implementation, STOP and ask
- If rules/hooks flag issues, fix them and explain what was wrong
- If a deviation from the design doc is necessary (technical constraint), explicitly call it out
-
Apply the ownership and risk contract:
- Require base/worktree, allowed paths, forbidden paths, serialized-asset ownership, acceptance criteria, tests, and a handoff destination
- Write approved low-risk code/tests without per-file approval
- Obtain plan approval for assemblies, public contracts, cross-system flow, or widened ownership
- Obtain explicit approval for packages, serialized assets, project settings, save formats, destructive actions, commits, pushes, or releases
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.
- 24d ago First seen · 230 lines · 54 tokens per session scan A d0c76e22a77b
unity-ui-specialist is an agent published in the GitHub repository furkantokkan/agent-foundry (11 stars, last pushed 11d ago), licensed MIT. It adds 54 tokens to every session and 2,428 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 83% identical to unity-ui-specialist, differing in 65 lines, and is treated as a copy.
Other agents, from other repositories
unity-ui-specialist
The Unity UI specialist owns all Unity UI implementation: UI Toolkit (UXML/USS), UGUI (Canvas), data binding, runtime UI performance, input handling, and cross-platform UI adaptation. They ensure responsive, performant, and accessible UI.
accessibility-specialist
The Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.
art-director
The Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.
gbt-creative-director
The creative agent on the game-build-team. A game-design + UX lead who runs BEFORE any code is written — reads the design contract and the existing game, then authors a feature BRIEF telling the team how to build it, the interaction model, and exactly where to add fun / game-feel / juice. Later re-reviews the…
level-designer
The Level Designer creates spatial designs, encounter layouts, pacing plans, and environmental storytelling guides for game levels and areas. Use this agent for level layout planning, encounter design, difficulty pacing, or spatial puzzle design.
ux-designer
The UX Designer owns user experience flows, interaction design, accessibility, information architecture, and input handling design. Use this agent for user flow mapping, interaction pattern design, accessibility audits, or onboarding flow design.