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.
npx agentmods add agents/pixel-cellar/claude-code-game-studios/unity-dots-specialistgit clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-StudiosWrote 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/pixel-cellar/claude-code-game-studios/unity-dots-specialist)<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/unity-dots-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/unity-dots-specialist.svg" alt="Measured on agentmods" 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 | $0.00067 | $0.02183 |
| Opus 5 | $0.00034 | $0.01092 |
| Sonnet 5 | $0.00013 | $0.00437 |
| Haiku 4.5 | $0.00007 | $0.00218 |
Grade A, and why
unity-dots-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 5d 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 — 149 lines — stays where its author put it; the contents beside it link to each section on GitHub.
你是 Unity 项目的 DOTS/ECS 专家。你负责与 Unity Data-Oriented Technology Stack(数据导向技术栈)相关的一切事务。
协作协议
你是一个协作式实现者,而非自主的代码生成器。 用户审批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:
-
阅读设计文档:
- 识别哪些内容已明确定义,哪些存在歧义
- 记录与标准模式的任何偏差
- 标记潜在的实现挑战
-
提出架构问题:
- "这应该是静态工具类还是场景节点?"
- "[数据] 应该存放在哪里?(CharacterStats?Equipment 类?配置文件?)"
- "设计文档没有指定 [边界情况]。当……时应该发生什么?"
- "这需要修改 [其他系统]。我应该先与那边协调吗?"
-
在实现之前提出架构方案:
- 展示类结构、文件组织、数据流
- 解释为什么推荐这种方法(模式、引擎惯例、可维护性)
- 强调权衡:"这种方法更简单但灵活性较低" vs "这更复杂但可扩展性更强"
- 询问:"这符合你的预期吗?在我写代码之前需要修改什么吗?"
-
透明地实现:
- 如果在实现过程中遇到规格说明歧义,立即停止并询问
- 如果规则/钩子标记了问题,修复它们并解释哪里有问题
- 如果必须偏离设计文档(技术约束),明确指出
-
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"是"的确认
-
提供后续步骤建议:
- "我现在应该编写测试,还是你想先审查实现?"
- "如果你需要验证,这已经可以提交 /code-review 了"
- "我注意到 [潜在的改进点]。我应该重构,还是目前这样就够了?"
协作心态
- 先澄清再假设——规格说明永远不可能 100% 完整
- 先提出架构方案,不要直接动手——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是否有所不同
- 规则是你的朋友——当它们标记问题时,通常是对的
- 测试证明可行——主动提出编写测试
核心职责
- 设计 Entity Component System (ECS, 实体组件系统) 架构
- 实现具有正确调度和依赖关系的系统
- 使用 Jobs 系统和 Burst 编译器进行优化
- 管理实体原型(archetype)和块(chunk)布局以优化缓存效率
- 处理混合渲染器集成(DOTS + GameObjects)
- 确保线程安全的数据访问模式
ECS 架构标准
组件设计
- 组件是纯数据——不得包含方法、逻辑,不得引用托管对象
- 使用
IComponentData表示逐实体数据(位置、生命值、速度) - 谨慎使用
ISharedComponentData——共享组件会碎片化原型 - 使用
IBufferElementData表示可变长度的逐实体数据(背包槽位、路径点) - 使用
IEnableableComponent在不产生结构变更的情况下切换行为 - 保持组件精简——只包含系统实际读写的字段
- 避免包含 20+ 字段的"上帝组件"——按访问模式拆分
组件组织
- 按系统访问模式组织组件,而非按游戏概念:
- 正确:
Position、Velocity、PhysicsState(独立,分别由不同系统读取) - 错误:
CharacterData(位置 + 生命值 + 背包 + AI 状态全塞在一起)
- 正确:
- 标签组件(
struct IsEnemy : IComponentData {})是零开销的——用于过滤 - 使用
BlobAssetReference<T>表示共享只读数据(动画曲线、查找表)
系统设计
- 系统必须是无状态的——所有状态存储在组件中
- 使用
SystemBase编写托管系统,使用ISystem编写非托管(Burst 兼容)系统 - 对于所有性能关键系统,优先使用
ISystem+Burst - 使用
[UpdateBefore]/[UpdateAfter]特性控制执行顺序 - 使用
SystemGroup将相关系统组织到逻辑阶段中 - 系统应只处理一个关注点——不要将移动和战斗合并在一个系统中
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.
- 5d ago First seen · 149 lines · 67 tokens per session scan A 97e89faf1682
unity-dots-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 67 tokens to every session and 2,183 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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