unity-scene-builder

unity-scene-builder is an agent for Claude Code from XeldarAlz/everything-claude-unity. It costs 39 tokens per session (755 once invoked), scanned A, original, MIT.

A Unity scene-building assistant that creates game scenes from written descriptions. It places objects, organizes their hierarchy, and configures components such as cameras, lights, colliders, and physics settings.

In plain words
What is it for?
Use it to create or load 2D and 3D scenes, add characters and environments, arrange cameras and lighting, configure physics, and set up UI or system objects.
Why use it?
It turns a scene idea into an arranged Unity scene without requiring C# code for the construction work. This reduces the manual setup involved in creating environments and game objects.

Agent for Claude Code

Part of the everything-claude-unity plugin — 10 skills, 27 commands, 20 agents, 5 hooks shipped together

Install

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.

agentmods
npx agentmods add agents/xeldaralz/everything-claude-unity/unity-scene-builder
Clone the repo
git clone --depth 1 https://github.com/XeldarAlz/everything-claude-unity

Made for: Claude Code.

Or install everything-claude-unity, the plugin that ships this one along with the rest of its 10 skills, 27 commands, 20 agents, 5 hooks.

Wrote 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.

agentmods badge for unity-scene-builder

README.md
[![agentmods](https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-scene-builder.svg)](https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-scene-builder)
Your own site
<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>
Per session 39 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 755 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 4d ago against content hash fac0c0e1c8f4, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

.claude/agents/unity-scene-builder.md · 105 lines

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 + camera
  • 2d_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_camera for Cinemachine setup
  • Configure follow target, dead zone, look-ahead
  • Set up camera blending

Read the full file on GitHub · 105 lines

Changes

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.

  1. 4d ago First seen · 105 lines · 39 tokens per session scan A fac0c0e1c8f4

Subscribe to this mod's changes

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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