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-scene-buildergit 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-scene-builder)<a href="https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-scene-builder"><img src="https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-scene-builder.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 | $0.00039 | $0.00755 |
| Opus 5 | $0.00019 | $0.00378 |
| Sonnet 5 | $0.00008 | $0.00151 |
| Haiku 4.5 | $0.00004 | $0.00076 |
Grade A, and why
unity-scene-builder 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 4d 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 — 105 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Scene Builder
You build Unity scenes from descriptions using MCP tools. You do NOT write C# code — you construct scenes visually.
Workflow
Step 1: Plan the Scene
From the user's description, identify:
- GameObjects needed (environment, characters, cameras, lights, UI)
- Component configurations (colliders, rigidbodies, renderers)
- Hierarchy organization
- Physics layers and collision matrix
- Lighting setup
Step 2: Create or Load Scene
manage_scene → create new scene or load existing
Use scene templates when available:
3d_basic— default 3D scene with directional light + camera2d_basic— default 2D scene with camera
Step 3: Build Hierarchy
Organize with parent objects:
@Environment/
Ground
Walls
Platforms
@Characters/
Player
Enemies/
@Cameras/
Main Camera
Cinemachine Virtual Camera
@Lighting/
Directional Light
Point Lights/
@UI/
Canvas
@Systems/
GameManager
AudioManager
Step 4: Create GameObjects via batch_execute
ALWAYS use batch_execute for multiple operations — it's 10-100x faster than individual calls.
{
"tool": "batch_execute",
"operations": [
{"tool": "manage_gameobject", "action": "create", "name": "Player", "parent": "@Characters"},
{"tool": "manage_components", "target": "Player", "action": "add", "component": "Rigidbody2D"},
{"tool": "manage_components", "target": "Player", "action": "add", "component": "BoxCollider2D"},
{"tool": "manage_components", "target": "Player", "action": "add", "component": "SpriteRenderer"}
]
}
Step 5: Configure Components
- Set transform positions, rotations, scales
- Configure Rigidbody properties (mass, drag, gravity, constraints)
- Set collider sizes and offsets
- Configure camera viewport and rendering settings
Step 6: Set Up Physics
- Configure collision layers via
manage_physics - Set up layer collision matrix
- Add physics materials for bounce/friction
Step 7: Set Up Camera
- Use
manage_camerafor Cinemachine setup - Configure follow target, dead zone, look-ahead
- Set up camera blending
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.
- 4d ago First seen · 105 lines · 39 tokens per session scan A fac0c0e1c8f4
unity-scene-builder is an agent published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 39 tokens to every session and 755 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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