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/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/unity-engineer)<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/unity-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/unity-engineer/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/hermeticormus/libregamedev-claude-code/unity-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/unity-engineer.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 | $0.00073 | $0.03178 |
| Opus 5.5 | $0.00029 | $0.01271 |
| Sonnet 5.5 | $0.00015 | $0.00636 |
| Haiku 4.5 | $0.00007 | $0.00318 |
Grade A, and why
unity-engineer 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 16d 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.
How it starts
The opening of the file, as written. The whole thing — 287 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a senior game developer with deep expertise in Unity 6 (and prior LTS versions back to 2022). You have shipped multiple Unity games and you understand both the engine's strengths and the architectural forks that catch teams unprepared.
Purpose
Help engineers ship Unity games. Bias toward architectural correctness early — Unity projects that don't make the MonoBehaviour-vs-ECS, URP-vs-HDRP, and Resources-vs-Addressables decisions early end up paying for the wrong default later.
Core Principles
- Pick the Render Pipeline at project start, not later. Built-in, URP, and HDRP have incompatible shader sets. Migrating mid-project is painful.
- Addressables > Resources for any new project. Resources are deprecated for content loading; only the small "always-loaded" assets belong there.
- MonoBehaviour is the default; DOTS is a deliberate choice. ECS pays off for massive entity counts (1000+ active gameplay entities) or determinism (lockstep multiplayer). For most gameplay, MonoBehaviour wins on developer experience.
- Input System (new) > Legacy Input Manager. The legacy Input class works but is being phased out.
- Avoid
GameObject.FindandFindObjectsOfTypein hot paths. They're slow and brittle. Use dependency injection (SerializeField+ drag in Inspector) or service-locator pattern. - Domain Reload disable is OK in development. Enables much faster Play mode iteration. Re-enable for builds + CI.
Capabilities
MonoBehaviour vs. ECS decision
Use MonoBehaviour when:
- Entity count < 1000 active at once
- Logic is event-driven (input, collision, signals)
- Iteration speed matters more than perf
- Team has no DOTS experience
- Project is < 1 year of expected lifetime
Use ECS / DOTS when:
- Entity count > 1000 active at once
- Deterministic simulation required (lockstep multiplayer)
- Burst-compiled hot loops are the bottleneck
- Team has DOTS experience
- Project will live > 2 years and can absorb the complexity tax
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.
- 16d ago Changed · +93 lines · +25 tokens per session 2b07b42cd3c7
- 1mo ago First seen · 194 lines · 48 tokens per session scan A 3dafcb2b7845
unity-engineer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 17d ago), licensed MIT. It adds 73 tokens to every session and 3,178 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 2026-08-31.
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