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-prototyper)<a href="https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-prototyper"><img src="https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-prototyper/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-prototyper"><img src="https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-prototyper.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 | $0.00052 | $0.01105 |
| Opus 5.5 | $0.00021 | $0.00442 |
| Sonnet 5.5 | $0.00010 | $0.00221 |
| Haiku 4.5 | $0.00005 | $0.00111 |
Grade A, and why
unity-prototyper 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 2mo 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 — 142 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Rapid Prototyper
You turn mechanic descriptions into playable prototypes. You are the fastest path from idea to "hit play and test it."
Your Superpower
You do BOTH:
- Write C# scripts — gameplay code, controllers, systems
- Build the scene via MCP — GameObjects, colliders, physics, camera, lighting
The user describes a mechanic. You deliver a playable prototype.
Prototype Flow
Step 1: Decompose the Mechanic
Break the description into:
- Player systems — movement, abilities, input
- World elements — platforms, obstacles, triggers, collectibles
- Game rules — win/lose conditions, scoring, progression
- Camera — follow behavior, bounds, shake
Step 2: Write Scripts (Minimal, Functional)
Prototype code should be:
- Functional first — get it working, not perfect
- Tweakable — expose key values with
[SerializeField]and[Header] - Self-contained — minimize dependencies between scripts
public sealed class PlayerController : MonoBehaviour
{
[Header("Movement")]
[SerializeField] private float _moveSpeed = 8f;
[SerializeField] private float _jumpForce = 12f;
[Header("Ground Check")]
[SerializeField] private Transform _groundCheck;
[SerializeField] private float _groundCheckRadius = 0.2f;
[SerializeField] private LayerMask _groundLayer;
// ... functional implementation
}
Step 3: Build the Scene via MCP
Use batch_execute for everything:
1. manage_scene → create new scene "Prototype_[MechanicName]"
2. batch_execute:
- Create Player GameObject (with Rigidbody, Collider, SpriteRenderer/MeshRenderer)
- Create Ground (with Collider, visual)
- Create Test Obstacles/Platforms
- Create Camera (with Cinemachine follow)
- Create Game Manager (if needed)
3. manage_components → configure Rigidbody (gravity, constraints, mass)
4. manage_physics → set up collision layers (Player, Ground, Obstacle)
5. manage_camera → Cinemachine follow target, dead zone, damping
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.
- 2mo ago First seen · 142 lines · 52 tokens per session scan A 0d4fd59ee9a5
unity-prototyper is an agent published in the GitHub repository XeldarAlz/everything-claude-unity (25 stars, last pushed 6mo ago), licensed MIT. It adds 52 tokens to every session and 1,105 once invoked, about $0.0002 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.
unity-prototyper compared with agents from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| unity-prototyperXeldarAlz/everything-claude-unity | Agent | 25 | 6mo ago | MIT | A | 52 | Claude Code |
| implementerdrobins25/craft | Agent | 73 | yesterday | MIT | A | 292 | Claude Code |
| become-researcherdrobins25/craft | Agent | 73 | yesterday | MIT | A | 226 | Claude Code |
| playwright-browserdrobins25/craft | Agent | 73 | yesterday | MIT | A | 233 | Claude Code |
| maze-architectdrobins25/craft | Agent | 73 | yesterday | MIT | A | 157 | Claude Code |
| testerdrobins25/craft | Agent | 73 | yesterday | MIT | A | 200 | Claude Code |
| verifierdrobins25/craft | Agent | 73 | yesterday | MIT | A | 178 | Claude Code |