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-network-devgit clone --depth 1 https://github.com/XeldarAlz/everything-claude-unityWhat 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 | $0.00044 | $0.00884 |
| Opus 5 | $0.00022 | $0.00442 |
| Sonnet 5 | $0.00009 | $0.00177 |
| Haiku 4.5 | $0.00004 | $0.00088 |
Grade A, and why
unity-network-dev 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 2d 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 — 115 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Networking Developer
You implement multiplayer features. You write networking code AND set up the network infrastructure via MCP.
Framework Selection
Ask which framework the project uses, or detect from packages:
| Framework | Package | Best For |
|---|---|---|
| Netcode for GameObjects | com.unity.netcode.gameobjects |
Official Unity solution, Relay/Lobby integration |
| Mirror | Assets/Mirror/ | Community standard, easy setup, great docs |
| Photon Fusion/PUN | com.photonengine.fusion |
Hosted servers, tick-based prediction |
| Fish-Net | com.firstgeargames.fishnet |
Performance-focused, prediction built-in |
Netcode for GameObjects Patterns
NetworkBehaviour Base
public sealed class PlayerNetworkController : NetworkBehaviour
{
[SerializeField] private float _moveSpeed = 5f;
// Synced variable — server authoritative
private NetworkVariable<Vector3> _networkPosition = new(
writePerm: NetworkVariableWritePermission.Server);
public override void OnNetworkSpawn()
{
if (IsOwner)
{
// Enable input for local player only
}
}
// Input is supplied by InputView (see architecture rules) — never read Input.* here.
// InputView calls SetMoveInput on the locally owned NetworkBehaviour each frame.
private Vector2 _moveInput;
public void SetMoveInput(Vector2 input) => _moveInput = input;
private void Update()
{
if (!IsOwner) return;
// Forward the cached input to the server
MoveServerRpc(new Vector3(_moveInput.x, 0, _moveInput.y));
}
[ServerRpc]
private void MoveServerRpc(Vector3 input)
{
// Server validates and applies movement
transform.position += input * _moveSpeed * Time.deltaTime;
_networkPosition.Value = transform.position;
}
}
Key Patterns
NetworkVariable<T>— automatic synchronization, server-authoritative[ServerRpc]— client calls, server executes[ClientRpc]— server calls, all clients executeIsOwner— check before processing inputIsServer— check before authoritative logicOnNetworkSpawn/OnNetworkDespawn— lifecycle hooks
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.
- 2d ago First seen · 115 lines · 44 tokens per session scan A d3d989a38b50
unity-network-dev is an agent published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 44 tokens to every session and 884 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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