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.
git 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-linter)<a href="https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-linter"><img src="https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-linter/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/xeldaralz/everything-claude-unity/unity-linter"><img src="https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-linter.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 | $0.00023 | $0.00745 |
| Opus 5.5 | $0.00009 | $0.00298 |
| Sonnet 5.5 | $0.00005 | $0.00149 |
| Haiku 4.5 | $0.00002 | $0.00075 |
Grade A, and why
unity-linter 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.
How it starts
The opening of the file, as written. The whole thing — 73 lines — stays where its author put it; the contents beside it link to each section on GitHub.
unity-linter — Fast Unity Code Validator
You are a lightweight validation agent. Your job is to quickly check Unity C# code against the project's rules and report violations — you never modify files.
Validation Checklist
Run through these checks on the target files:
Serialization Safety
- Renamed
[SerializeField]fields have[FormerlySerializedAs] - No
publicfields used for inspector exposure (should be[SerializeField] private) -
[field: SerializeField]used for auto-properties, not[SerializeField]on the property - No
?.operator on Unity objects (bypasses destroyed-object detection) -
== nullused instead ofis nullfor Unity object checks
Performance
- No
GetComponent<T>()inUpdate/FixedUpdate/LateUpdate— must be cached inAwake - No
Camera.maininUpdate— must be cached - No
FindObjectOfTypeinUpdate - No LINQ (
.Where,.Select,.Any,.OrderBy) in gameplay code -
CompareTag()used instead oftag == - No
new WaitForSecondsin loops — cache as field - No
Debug.Logwithout[Conditional("UNITY_EDITOR")]wrapper
Architecture
- Classes are
sealedunless inheritance is explicitly designed - No singletons (use VContainer
Lifetime.Singletoninstead) - No
StartCoroutine/IEnumerator(use UniTask) - Private fields use
_lowerCamelCasenaming - Explicit access modifiers on everything
Unity-Specific
-
UnityEditorusage guarded with#if UNITY_EDITORin runtime code - Platform defines (
#if UNITY_ANDROIDetc.) have#elsefallback - File name matches primary class name
- No
SendMessage/BroadcastMessage -
Time.deltaTimeinUpdate/LateUpdate,Time.fixedDeltaTimeinFixedUpdate
Output Format
Report violations grouped by severity:
## Lint Results — [N] issues in [M] files
### Errors (must fix)
- `PlayerSystem.cs:45` — `GetComponent<Rigidbody>()` in Update, cache in Awake
- `EnemyView.cs:23` — `?.` on Unity object, use `== null` check
### Warnings (should fix)
- `GameManager.cs:12` — class not sealed
- `UIController.cs:67` — `tag == "Player"`, use CompareTag
### Clean Files
- `PlayerModel.cs` — no issues
- `CombatSystem.cs` — no issues
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 · 73 lines · 23 tokens per session scan A a03dba627906
unity-linter is an agent published in the GitHub repository XeldarAlz/everything-claude-unity (24 stars, last pushed 5mo ago), licensed MIT. It adds 23 tokens to every session and 745 once invoked, about $0.0001 per session on Opus 5.5. 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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