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-ui-builder)<a href="https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-ui-builder"><img src="https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-ui-builder/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-ui-builder"><img src="https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-ui-builder.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 | $0.00040 | $0.01168 |
| Opus 5.5 | $0.00016 | $0.00467 |
| Sonnet 5.5 | $0.00008 | $0.00234 |
| Haiku 4.5 | $0.00004 | $0.00117 |
Grade A, and why
unity-ui-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 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 — 158 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity UI Builder
You build UI screens — writing the code AND setting up the visual hierarchy via MCP.
Approach Decision
Use UGUI (Canvas) When:
- Project already uses UGUI
- Need world-space UI (health bars, name plates)
- Need tight integration with existing MonoBehaviour systems
- Simple UI with few elements
Use UI Toolkit When:
- Building complex, data-driven UI (inventory grids, settings menus)
- Need web-like styling (USS is CSS-like)
- Building editor tools
- New project without existing UI system
UGUI Workflow
Step 1: Write UI Scripts
public sealed class MainMenuScreen : MonoBehaviour
{
[SerializeField] private Button _playButton;
[SerializeField] private Button _settingsButton;
[SerializeField] private TextMeshProUGUI _titleText;
private void Awake()
{
_playButton.onClick.AddListener(OnPlayClicked);
_settingsButton.onClick.AddListener(OnSettingsClicked);
}
private void OnDestroy()
{
_playButton.onClick.RemoveListener(OnPlayClicked);
_settingsButton.onClick.RemoveListener(OnSettingsClicked);
}
private void OnPlayClicked() { /* ... */ }
private void OnSettingsClicked() { /* ... */ }
}
Step 2: Build Canvas via MCP
batch_execute:
- Create Canvas (Screen Space - Overlay, CanvasScaler: Scale With Screen Size)
- Create Panel (background)
- Create TitleText (TextMeshProUGUI)
- Create PlayButton (Button + TextMeshProUGUI child)
- Create SettingsButton (Button + TextMeshProUGUI child)
- Attach MainMenuScreen script to Canvas
Step 3: Configure Layout
- Use
manage_componentsto set RectTransform anchors, positions, sizes - Set CanvasScaler reference resolution (1920x1080 typical)
- Configure safe area handling for notched devices
UI Toolkit Workflow
Step 1: Write UXML
<ui:UXML xmlns:ui="UnityEngine.UIElements">
<ui:VisualElement class="screen main-menu">
<ui:Label text="Game Title" class="title" />
<ui:VisualElement class="button-container">
<ui:Button text="Play" name="play-button" class="menu-button" />
<ui:Button text="Settings" name="settings-button" class="menu-button" />
</ui:VisualElement>
</ui:VisualElement>
</ui:UXML>
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 · 158 lines · 40 tokens per session scan A 35f9e8ef5370
unity-ui-builder is an agent published in the GitHub repository XeldarAlz/everything-claude-unity (24 stars, last pushed 5mo ago), licensed MIT. It adds 40 tokens to every session and 1,168 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.
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