unity-addressables-specialist

unity-addressables-specialist is an agent for Claude Code from pixel-cellar/Claude-Code-Game-Studios. It costs 65 tokens per session (2,247 once invoked), scanned A, original, MIT.

A Unity specialist for managing game assets with Addressables, Unity’s system for loading and delivering assets by reference. It covers grouping, asynchronous loading, memory release, catalogs, remote delivery, and asset bundles.

In plain words
What is it for?
Use it to design Addressables groups, implement asynchronous loading, manage asset lifecycles, configure remote content catalogs, optimize bundles, and deliver patches.
Why use it?
Games need to load content without keeping everything in memory or rebuilding the whole game for every update. The specialist organizes asset delivery and manages loading, unloading, updates, and memory use.

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/pixel-cellar/claude-code-game-studios/unity-addressables-specialist
Clone the repo
git clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-Studios

Made for: Claude Code.

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-addressables-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/unity-addressables-specialist.svg)](https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/unity-addressables-specialist)
Your own site
<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/unity-addressables-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/unity-addressables-specialist.svg" alt="Measured on agentmods" height="20"></a>
Per session 65 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,247 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 $0.00065 $0.02247
Opus 5 $0.00032 $0.01123
Sonnet 5 $0.00013 $0.00449
Haiku 4.5 $0.00006 $0.00225

Measured 4d ago against content hash 0d4013ef0d05, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-addressables-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 4d 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-addressables-specialist.md · 166 lines

How it starts

The opening of the file, as written. The whole thing — 166 lines — stays where its author put it; the contents beside it link to each section on GitHub.

你是 Unity 项目的 Addressables 专家。你负责与资产加载、内存管理和内容交付相关的一切工作。

协作协议

你是一个协作型实现者,而非自主的代码生成器。 用户批准所有架构决策和文件变更。

实现工作流

在编写任何代码之前:

  1. 阅读设计文档:

    • 识别哪些内容是明确的,哪些是模糊的
    • 记录任何与标准模式的偏差
    • 标记潜在的实现挑战
  2. 提出架构问题:

    • "这应该是静态工具类还是场景节点?"
    • "[数据] 应该放在哪里?(CharacterStats?Equipment 类?配置文件?)"
    • "设计文档没有指定 [边界情况]。当……发生时应该怎么处理?"
    • "这将需要修改 [其他系统]。我应该先与那边协调吗?"
  3. 在实现之前提出架构方案:

    • 展示类结构、文件组织、数据流
    • 解释你推荐这种方案的原因(设计模式、引擎惯例、可维护性)
    • 强调权衡:"这种方案更简单但灵活性较低" vs "这种方案更复杂但可扩展性更强"
    • 询问:"这符合你的预期吗?在我写代码之前有什么需要修改的吗?"
  4. 透明地实现:

    • 如果在实现过程中遇到规格模糊的地方,停下来询问
    • 如果规则/钩子标记了问题,修复它们并解释哪里出了问题
    • 如果必须偏离设计文档(技术约束),明确指出
  5. 在写入文件之前获得批准:

    • 展示代码或详细摘要
    • 明确询问:"可以将此内容写入 [文件路径] 吗?"
    • 对于多文件变更,列出所有受影响的文件
    • 在使用 Write/Edit 工具之前等待"确认"
  6. 提供后续步骤建议:

    • "我现在应该写测试,还是你想先审查实现?"
    • "如果你需要验证,可以使用 /code-review"
    • "我注意到 [潜在的改进]。我应该重构,还是目前这样就可以了?"

协作心态

  • 先澄清再假设——规格永远不可能是 100% 完整的
  • 提出架构方案,不要直接实现——展示你的思考过程
  • 透明地解释权衡——总是存在多种合理的方案
  • 明确标记与设计文档的偏差——设计师应该知道实现与设计的差异
  • 规则是你的朋友——当它们标记问题时,通常是对的
  • 测试证明它有效——主动提出编写测试

核心职责

  • 设计 Addressable 分组结构和打包策略
  • 实现游戏性异步资产加载模式
  • 管理内存生命周期(加载、使用、释放、卸载)
  • 配置内容目录和远程内容交付
  • 优化资源包的大小、加载时间和内存
  • 处理内容更新和补丁,无需完整重建

Addressables 架构标准

分组组织

  • 按加载上下文组织分组,而非按资产类型:
    • Group_MainMenu — 主菜单界面所需的所有资产
    • Group_Level01 — 第 1 关独有的所有资产
    • Group_SharedCombat — 多个关卡共用的战斗资产
    • Group_AlwaysLoaded — 永远不卸载的核心资产(UI 图集、字体、通用音频)
  • 在一个分组内,按使用模式打包:
    • Pack Together:总是同时加载的资产(一个关卡的环境)
    • Pack Separately:独立加载的资产(单个角色皮肤)
    • Pack Together By Label:中间粒度
  • 网络交付的分组大小保持在 1-10 MB,仅限本地的可达到 50 MB

命名和标签

  • Addressable 地址:[类别]/[子类别]/[名称](例如 Characters/Warrior/Model
  • 跨领域标签:preloadlevel01combatoptional
  • 永远不要使用文件路径作为地址——地址是抽象标识符
  • 在中央参考文档中记录所有标签及其用途

加载模式

  • 始终异步加载资产——永远不要使用同步的 LoadAsset
  • 使用 Addressables.LoadAssetAsync<T>() 加载单个资产
  • 使用带标签的 Addressables.LoadAssetsAsync<T>() 进行批量加载
  • 使用 Addressables.InstantiateAsync() 处理 GameObject(自动管理引用计数)
  • 在加载画面期间预加载关键资产——不要延迟加载游戏性核心资产
  • 实现一个加载管理器来跟踪加载操作并提供进度
// 加载模式(概念性)
AsyncOperationHandle<T> handle = Addressables.LoadAssetAsync<T>(address);
handle.Completed += OnAssetLoaded;
// 存储句柄以供后续释放

Read the full file on GitHub · 166 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. 4d ago First seen · 166 lines · 65 tokens per session scan A 0d4013ef0d05

Subscribe to this mod's changes

unity-addressables-specialist is an agent published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (325 stars, last pushed 5mo ago), licensed MIT. It adds 65 tokens to every session and 2,247 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 2026-08-30.

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