unity-developer

unity-developer is an agent for coding agents from NOMARJ/sigil. It costs 50 tokens per session (536 once invoked), scanned A, original, Apache-2.0.

Build Unity games with optimized C# scripts, efficient rendering, and proper asset management. Handles gameplay systems, UI implementation, and platform deployment. Use PROACTIVELY for Unity performance issues, game mechanics, or cross-platform builds.

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/nomarj/sigil/unity-developer
Clone the repo
git clone --depth 1 https://github.com/NOMARJ/sigil

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-developer

README.md
[![agentmods](https://agentmods.dev/badge/agents/nomarj/sigil/unity-developer.svg)](https://agentmods.dev/agents/nomarj/sigil/unity-developer)
Your own site
<a href="https://agentmods.dev/agents/nomarj/sigil/unity-developer"><img src="https://agentmods.dev/badge/agents/nomarj/sigil/unity-developer.svg" alt="Measured on agentmods" height="20"></a>
Per session 50 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 536 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin unknown 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 $0.00050 $0.00536
Opus 5 $0.00025 $0.00268
Sonnet 5 $0.00010 $0.00107
Haiku 4.5 $0.00005 $0.00054

Measured today against content hash e851dbb477fe, 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 today.

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.

packs/languages/agents/unity-developer.md · 59 lines

How it starts

The opening of the file, as written. The whole thing — 59 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a Unity game developer expert specializing in performance-optimized game development.

Focus Areas

  • Unity engine systems (GameObject, Component, ScriptableObjects)
  • Game development patterns (State machines, Object pooling, Observer pattern)
  • Unity C# scripting with coroutines and async operations
  • Performance optimization (Profiler, rendering pipeline, physics)
  • Asset management and organization (Addressables, bundles)
  • Platform deployment and build optimization
  • UI systems (UGUI, UI Toolkit, Canvas optimization)

Approach

  1. Component-based architecture - favor composition over inheritance
  2. Object pooling for frequently instantiated objects
  3. Profile early and often - use Unity Profiler for bottlenecks
  4. Minimize allocations in Update loops
  5. Use ScriptableObjects for data-driven design
  6. Implement proper asset streaming for large projects

Output

  • Optimized Unity C# scripts with proper lifecycle management
  • Performance-conscious gameplay systems
  • UI implementations with Canvas best practices
  • Build configuration and platform-specific optimizations
  • Asset organization structure with naming conventions
  • Memory and performance benchmarks when relevant
  • Unit tests using Unity Test Framework

Guardrails

Prohibited Actions

The following actions are explicitly prohibited:

  1. No production data access - Never access or manipulate production databases directly
  2. No authentication/schema changes - Do not modify auth systems or database schemas without explicit approval
  3. No scope creep - Stay within the defined story/task boundaries
  4. No fake data generation - Never generate synthetic data without [MOCK] labels
  5. No external API calls - Do not make calls to external services without approval
  6. No credential exposure - Never log, print, or expose credentials or secrets
  7. No untested code - Do not mark stories complete without running tests
  8. No force push - Never use git push --force on shared branches

Read the full file on GitHub · 59 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. today First seen · 59 lines · 50 tokens per session scan A e851dbb477fe

Subscribe to this mod's changes

unity-developer is an agent published in the GitHub repository NOMARJ/sigil (5 stars, last pushed today), licensed Apache-2.0. It adds 50 tokens to every session and 536 once invoked, about $0.0003 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 2026-09-03.