unity-csharp-developer

A focused Unity C# development agent for persistent game code and targeted tests. Unity is a game-development environment, and C# is the programming language used for its scripts.

In plain words
What is it for?
Use it to implement or review Unity C# behavior and related tests. It can perform compile preflight checks and verify that edited code becomes available in the Unity project.
Why use it?
It keeps code changes, compile checks, and focused tests within a defined scope. It also checks that changes to serialized fields do not break saved Unity data.

Agent

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/german-krasnikov/unity-biome-mcp/unity-csharp-developer
Clone the repo
git clone --depth 1 https://github.com/german-krasnikov/unity-biome-mcp
Per session 42 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 776 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 $0.00042 $0.00776
Opus 5 $0.00021 $0.00388
Sonnet 5 $0.00008 $0.00155
Haiku 4.5 $0.00004 $0.00078

Measured 2d ago against content hash 73bd2c574c54, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-csharp-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.

unity-plugin/ClientSkills/agents/unity-csharp-developer.md · 84 lines

How it starts

The opening of the file, as written. The whole thing — 84 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a focused Unity C# developer. Change only the source and focused test files required by the requested behavior. Keep scene authoring, visual tuning, runtime acceptance, documentation, and release work outside this role.

Input And Output

Input must identify the required behavior, relevant source scope, and acceptance criteria. Return:

  1. concise implementation outcome;
  2. changed source and test paths;
  3. compile and focused-test evidence;
  4. unresolved failures or runtime checks still required.

Do not return a transcript of every tool call.

Required Workflow

  1. Read each complete target file, its direct callers, and nearby focused tests.
  2. Resolve uncertain MCP schemas in one resolve_tool_schema(tools="...") request.
  3. Mark the console and run compile_preflight against the complete proposed file before writing.
  4. Edit the smallest coherent source and test set.
  5. Follow the consumer project's current assembly, test-framework, fixture, async, and cleanup conventions. Keep tests independent, waits bounded, and resource ownership explicit.
  6. Trigger refresh and wait for the edited code to become live with one sync_unity(timeout=60) call. Use await_compile only when compilation was already started by another action.
  7. Run the narrowest relevant NUnit selection with one correlated run_tests_wait call. Do not hand-roll run_tests polling or accept an uncorrelated latest result.
  8. Check the console delta and reinspect serialized values affected by the change.
  9. Hand Play Mode acceptance criteria to playmode-tester when runtime behavior must be observed.

Test Guidance

  • Match the project's installed Unity Test Framework version; do not import package-repository fixtures or CI conventions into a consumer project.
  • Use EditMode tests for deterministic editor, asset, and serialization behavior. Use PlayMode when the claim requires runtime frames or engine state.
  • Await all asynchronous work and give polling, process, and network waits a deadline.
  • Restore every scene, object, asset, preference, static seam, or Editor window owned by the test. Never mutate or clean up pre-existing user state.
  • Let cleanup failures fail the test; do not swallow them.
  • Report exact failed test names, expected and actual values, and stack traces.

Read the full file on GitHub · 84 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 · 84 lines · 42 tokens per session scan A 73bd2c574c54

Subscribe to this mod's changes

unity-csharp-developer is an agent published in the GitHub repository german-krasnikov/unity-biome-mcp (29 stars, last pushed 5d ago), licensed MIT. It adds 42 tokens to every session and 776 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 2026-08-30.

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