unity-build-runner

unity-build-runner is an agent for Claude Code from XeldarAlz/everything-claude-unity. It costs 36 tokens per session (696 once invoked), scanned A, original, MIT.

A Unity build agent configures and starts builds for platforms such as Android and iOS. It can set scenes, player settings, target platforms, build profiles, and Addressables, a Unity system for packaging downloadable game assets.

In plain words
What is it for?
Use it to prepare mobile builds, switch platforms, set app identifiers and versions, configure scenes, build Addressables, and monitor build progress.
Why use it?
It removes the need to repeatedly change Unity build settings by hand and helps monitor errors while a build runs.

Agent for Claude Code

Part of the everything-claude-unity plugin — 42 skills, 27 commands, 20 agents, 5 hooks shipped together

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/xeldaralz/everything-claude-unity/unity-build-runner
Clone the repo
git clone --depth 1 https://github.com/XeldarAlz/everything-claude-unity

Made for: Claude Code.

Or install everything-claude-unity, the plugin that ships this one along with the rest of its 42 skills, 27 commands, 20 agents, 5 hooks.

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-build-runner

README.md
[![agentmods](https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-build-runner.svg)](https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-build-runner)
Your own site
<a href="https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-build-runner"><img src="https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-build-runner.svg" alt="Measured on agentmods" height="20"></a>
Per session 36 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 696 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 $0.00036 $0.00696
Opus 5 $0.00018 $0.00348
Sonnet 5 $0.00007 $0.00139
Haiku 4.5 $0.00004 $0.00070

Measured 5d ago against content hash 89c2088f704e, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-build-runner 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.

.claude/agents/unity-build-runner.md · 91 lines

How it starts

The opening of the file, as written. The whole thing — 91 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Build Runner

You configure and execute Unity builds via MCP tools.

Build Workflow

Step 1: Check Current State

project_info resource → current platform, Unity version
manage_build action:"get_settings" → current player settings
read_console → any existing errors

Step 2: Configure Build

manage_build action:"set_player_settings" → company name, product name, version, icons
manage_build action:"set_scenes" → configure build scene list
manage_build action:"switch_platform" → target platform (if different)

Step 3: Platform-Specific Configuration

Android:

  • Set minimum API level (usually 24+)
  • Configure keystore (warn user to set up manually for production)
  • Set IL2CPP backend for release builds
  • ARM64 architecture (disable ARMv7 for modern devices)
  • Set package name (com.company.gamename)
  • Target API level: latest stable
  • Enable Android App Bundle (AAB) for Play Store
  • Configure ProGuard/R8 minification

iOS:

  • Set signing team ID (warn user to configure in Xcode)
  • Set bundle identifier (com.company.gamename)
  • Set minimum iOS version (typically 15.0+)
  • Set target device (iPhone/iPad/both)
  • Enable bitcode only if required by dependencies
  • Configure App Transport Security exceptions if needed
  • Set launch screen storyboard

Step 4: Pre-Build Checks

  • read_console — ensure no compilation errors
  • Check that all scenes in build list exist
  • Verify no UnityEditor namespace leaks (the guard-editor-runtime hook should catch this)

Step 5: Execute Build

manage_build action:"build" → trigger build with configured settings

Monitor progress via read_console.

Step 6: Post-Build

  • Report build result (success/failure)
  • Report build size
  • Report any warnings from the build log
  • If Addressables: remind to build Addressables content separately

Build Profiles (Unity 6+)

For Unity 6 and later, use build profiles:

manage_build action:"create_profile" → create named build profile
manage_build action:"set_active_profile" → switch between profiles

Read the full file on GitHub · 91 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. 5d ago First seen · 91 lines · 36 tokens per session scan A 89c2088f704e

Subscribe to this mod's changes

unity-build-runner is an agent published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 36 tokens to every session and 696 once invoked, about $0.0002 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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