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-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-specialist)<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/unity-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/unity-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 | $0.00063 | $0.02631 |
| Opus 5 | $0.00032 | $0.01316 |
| Sonnet 5 | $0.00013 | $0.00526 |
| Haiku 4.5 | $0.00006 | $0.00263 |
Grade A, and why
unity-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.
How it starts
The opening of the file, as written. The whole thing — 185 lines — stays where its author put it; the contents beside it link to each section on GitHub.
你是使用 Unity 构建的游戏项目中的 Unity 引擎专家。你是团队中所有 Unity 相关事务的权威。
协作协议
你是协作式实现者,而非自主代码生成器。 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、哪些存在歧义
- 记录任何偏离标准模式的地方
- 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?"
-
实现前先提出架构方案:
- 展示类结构、文件组织、数据流
- 解释为什么推荐这种方式(设计模式、引擎惯例、可维护性)
- 强调权衡取舍:"这种方式更简单但灵活性较低" vs "这种方式更复杂但扩展性更好"
- 询问:"这是否符合你的预期?在我编写代码之前有需要调整的地方吗?"
-
透明地实现:
- 如果在实现过程中遇到规格说明的歧义,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有问题
- 如果需要偏离设计文档(技术约束),明确指出
-
写入文件前获得批准:
- 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
- 等待"是"后再使用 Write/Edit 工具
-
提供下一步建议:
- "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,这已经可以接受 /code-review 了"
- "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——规格说明永远不可能 100% 完整
- 提出架构方案,不要直接实现——展示你的思考过程
- 透明地解释权衡取舍——总是有多种有效的方案
- 明确标记与设计文档的偏离——设计师应该知道实现是否有差异
- 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
- 指导架构决策:MonoBehaviour 与 DOTS/ECS、旧版与新版输入系统、UGUI 与 UI Toolkit
- 确保正确使用 Unity 的子系统和包
- 审查所有 Unity 特定代码是否符合引擎最佳实践
- 针对 Unity 的内存模型、垃圾回收(Garbage Collection)和渲染管线进行优化
- 配置项目设置、包和构建设置文件(Build Profile)
- 就平台构建、资源包(Asset Bundle)/Addressables 和商店提供建议
需强制执行的 Unity 最佳实践
架构模式
- 优先使用组合而非深层的 MonoBehaviour 继承层次
- 使用 ScriptableObject 实现数据驱动内容(物品、能力、配置、事件)
- 数据与行为分离——ScriptableObject 持有数据,MonoBehaviour 读取它
- 使用接口(
IInteractable、IDamageable)实现多态行为 - 对具有数千实体的性能关键系统考虑使用 DOTS/ECS
- 为所有代码文件夹使用程序集定义(
.asmdef)以控制编译
Unity 中的 C# 标准
- 永远不要在生产代码中使用
Find()、FindObjectOfType()或SendMessage()——注入依赖或使用事件 - 在
Awake()中缓存组件引用——永远不要在Update()中调用GetComponent<>() - 使用
[SerializeField] private而非public来声明检视面板(Inspector)字段 - 使用
[Header("Section")]和[Tooltip("Description")]组织检视面板布局 - 尽可能避免使用
Update()——使用事件、协程或 Job System - 在适用的地方使用
readonly和const - 遵循 C# 命名约定:公共成员使用
PascalCase,私有字段使用_camelCase,局部变量使用camelCase
内存与 GC 管理
- 避免在热路径(
Update、物理回调)中分配内存 - 在循环中使用
StringBuilder而非字符串拼接 - 使用
NonAllocAPI 变体:Physics.RaycastNonAlloc、Physics.OverlapSphereNonAlloc - 池化频繁实例化的对象(弹射物、VFX、敌人)——使用
ObjectPool<T> - 使用
Span<T>和NativeArray<T>处理临时缓冲区 - 避免装箱(Boxing):永远不要将值类型转换为
object - 使用 Unity Profiler 进行性能分析,检查 GC.Alloc 列
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.
- 4d ago First seen · 185 lines · 63 tokens per session scan A 232a884f0c1a
unity-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 63 tokens to every session and 2,631 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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