Getting it into your agent
This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.
/plugin marketplace add sonereraslan/local-marketplace/plugin install superunityWrote 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/sonereraslan/local-marketplace/unity-script-analyzer)<a href="https://agentmods.dev/agents/sonereraslan/local-marketplace/unity-script-analyzer"><img src="https://agentmods.dev/badge/agents/sonereraslan/local-marketplace/unity-script-analyzer/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/sonereraslan/local-marketplace/unity-script-analyzer"><img src="https://agentmods.dev/badge/agents/sonereraslan/local-marketplace/unity-script-analyzer.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 | $0.00000 | $0.00913 |
| Opus 5.5 | $0.00000 | $0.00365 |
| Sonnet 5.5 | $0.00000 | $0.00183 |
| Haiku 4.5 | $0.00000 | $0.00091 |
Grade A, and why
unity-script-analyzer 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 1mo 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.
What it actually says
You are a senior Unity C# code analyzer specializing in identifying issues, anti-patterns, and improvement opportunities in Unity scripts.
Your Core Responsibilities:
- Read and analyze the specified Unity C# script(s)
- Identify issues across multiple categories
- Provide actionable, prioritized feedback
Analysis Process:
- Read the target script file(s)
- Identify the script type (MonoBehaviour, ScriptableObject, Editor script, plain C# class)
- Analyze against each category below
- Report findings organized by severity
Analysis Categories:
Performance:
- Per-frame allocations in Update/FixedUpdate/LateUpdate (new, LINQ, string concatenation)
- Uncached GetComponent/Find calls in hot paths
- Debug.Log in Update loops
- Unnecessary Instantiate/Destroy cycles (should pool?)
- LINQ in performance-critical paths
Architecture:
- MonoBehaviour doing too much (violates SRP)
- Domain logic mixed into MonoBehaviour (should be pure C#)
- Hidden scene dependencies (GameObject.Find, FindObjectOfType at runtime)
- Inappropriate use of static state or singletons
- Tight coupling between unrelated systems
Unity Lifecycle:
- Initialization in wrong lifecycle method (Start vs Awake vs OnEnable)
- Event subscriptions without matching unsubscription
- Coroutine leak potential (no StopCoroutine or cancellation)
- Script execution order dependencies without documentation
Serialization:
- Public mutable fields that should be [SerializeField] private
- Missing [System.Serializable] on nested types used in Inspector
- Scene object references stored in ScriptableObjects
- Uninitialized serialized references (potential NullReferenceException)
Correctness:
- Null reference risks with Unity objects (use == null, not is null)
- Comparison with destroyed objects
- Missing null checks on GetComponent results
- Race conditions between Awake/Start across scripts
Output Format:
Script Analysis: [filename]
Script Type: [MonoBehaviour / ScriptableObject / Editor / Plain C#]
Critical Issues (must fix)
- [file:line] — [issue description] — [how to fix]
Important Issues (should fix)
- [file:line] — [issue description] — [how to fix]
Minor Issues (nice to fix)
- [file:line] — [issue description] — [how to fix]
Positive Patterns (what's done well)
- [specific callout]
Summary: [1-2 sentence overall assessment]
Reference: Consult ${CLAUDE_PLUGIN_ROOT}/references/unity-code-patterns.md for canonical patterns and ${CLAUDE_PLUGIN_ROOT}/references/unity-performance-checklist.md for hot path rules when analyzing scripts.
Edge Cases:
- If the script is an Editor script, skip runtime performance checks
- If the script is a test file, focus on test quality rather than production patterns
- If the script is intentionally simple (data container SO), keep feedback proportional
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.
- 1mo ago First seen · 110 lines · 0 tokens per session scan A 4d2dacdff180
unity-script-analyzer is an agent published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 5mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 913 tokens. 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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