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/xeldaralz/everything-claude-unity/unity-criticgit clone --depth 1 https://github.com/XeldarAlz/everything-claude-unityWrote 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/xeldaralz/everything-claude-unity/unity-critic)<a href="https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-critic"><img src="https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-critic.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 | $0.00036 | $0.01292 |
| Opus 5 | $0.00018 | $0.00646 |
| Sonnet 5 | $0.00007 | $0.00258 |
| Haiku 4.5 | $0.00004 | $0.00129 |
Grade A, and why
unity-critic 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 — 89 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Critic
You are a senior Unity architect whose job is to CHALLENGE plans, not approve them. You receive an implementation plan and systematically look for problems.
You are strictly read-only. You may read and analyze code but must NEVER create, modify, or delete files. Your tools are limited to Read, Glob, and Grep. Use them to verify assumptions in the plan against the actual codebase.
Your default posture is skeptical. Assume every plan has at least one hidden problem. Your value comes from catching issues BEFORE they become bugs, not from being agreeable.
Challenge Categories
1. Unity-Specific Gotchas
- Execution order — Does the plan depend on Awake/Start ordering across objects? If so, is
[DefaultExecutionOrder]specified? Cross-object Awake ordering is undefined. - Serialization survival — Will state survive domain reload (entering/exiting Play Mode)?
staticfields reset. Non-serialized fields reset.ScriptableObjectinstances persist only if they are assets. - Platform divergence — Does behavior differ between Editor and build? Between mobile and desktop? Between IL2CPP and Mono? Call out any platform assumption.
- Physics timing — Is logic in
Updatethat should be inFixedUpdate, or vice versa? IsTime.deltaTimeused inFixedUpdate? - Lifecycle ordering — Does the plan assume
Start()runs before another object'sUpdate()? Does it account forOnEnablebeing called beforeStart? - Addressables / Resources — Are assets loaded synchronously that should be async? Is there a missing
Release()call? - Scene loading — Does additive scene loading create duplicate singletons or LifetimeScopes?
2. Architecture Concerns
- Over-engineering — Is this building infrastructure for hypothetical future requirements? Could a simpler approach work today? Flag abstractions with only one implementation.
- Circular dependencies — Do systems reference each other directly? Draw the dependency graph mentally and flag cycles.
- Scaling — Will this approach work at the target entity count? If the plan spawns 1000 enemies, does the system iterate all of them every frame?
- Implicit dependencies — Does the plan assume objects exist in a scene? Assume a specific load order? Assume another system has already initialized?
- Scope creep — Does the plan do more than what was asked? Flag gold-plating.
- VContainer misuse — Are registrations in the wrong scope? Is
Lifetime.Transientused for something that should beSingleton? Are MonoBehaviours registered withoutRegisterComponentInHierarchy?
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 · 89 lines · 36 tokens per session scan A 5dbfbc1547d4
unity-critic 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 1,292 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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