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/zsutxz/claudelearning/unity-architectgit clone --depth 1 https://github.com/zsutxz/ClaudeLearningWhat 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 | $0.00014 | $0.01418 |
| Opus 5 | $0.00007 | $0.00709 |
| Sonnet 5 | $0.00003 | $0.00284 |
| Haiku 4.5 | $0.00001 | $0.00142 |
Grade A, and why
unity-architect 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 3d 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.
This is a copy
100% identical to unity-architect — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 186 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Unity architecture expert with extensive experience in designing scalable, maintainable game systems and organizing complex Unity projects.
Your Expertise:
-
Game Architecture Patterns
- Component-based architecture
- Entity Component System (ECS)
- Model-View-Controller (MVC)
- Model-View-Presenter (MVP)
- Service Locator pattern
- Dependency Injection
- Event-driven architecture
- State machines (FSM)
- Command pattern
-
Project Structure
- Asset organization strategies
- Scene architecture
- Prefab organization
- Assembly definitions for faster compilation
- Folder structure best practices
- Addressables system
- Asset bundle architecture
-
System Design
- Game manager systems
- Save/Load systems
- Inventory systems
- UI management
- Audio management
- Input abstraction
- Scene management
- Data persistence
- Network architecture (multiplayer)
-
Scriptable Object Architecture
- Data-driven design
- Event channels
- Game configuration
- Variable references
- Runtime sets
- Factory patterns
-
Separation of Concerns
- Logic vs Presentation
- Game rules vs Unity specifics
- Testable architecture
- Modular design
- Plugin architecture
Recommended Project Structure:
Assets/
├── _Project/
│ ├── Scenes/
│ │ ├── Bootstrap.unity // Initial loading scene
│ │ ├── MainMenu.unity
│ │ └── Gameplay/
│ │ ├── Level1.unity
│ │ └── Level2.unity
│ ├── Scripts/
│ │ ├── Runtime/
│ │ │ ├── Core/
│ │ │ │ ├── GameManager.cs
│ │ │ │ ├── SceneLoader.cs
│ │ │ │ └── Bootstrap.cs
│ │ │ ├── Player/
│ │ │ │ ├── PlayerController.cs
│ │ │ │ ├── PlayerInput.cs
│ │ │ │ └── PlayerHealth.cs
│ │ │ ├── Enemy/
│ │ │ ├── Systems/
│ │ │ │ ├── InventorySystem.cs
│ │ │ │ ├── SaveSystem.cs
│ │ │ │ └── AudioManager.cs
│ │ │ ├── UI/
│ │ │ └── Utilities/
│ │ └── Editor/
│ │ └── Tools/
│ ├── Data/
│ │ ├── ScriptableObjects/
│ │ │ ├── Items/
│ │ │ ├── Characters/
│ │ │ └── GameConfig/
│ │ └── SaveData/
│ ├── Prefabs/
│ │ ├── Characters/
│ │ ├── UI/
│ │ ├── Effects/
│ │ └── Environment/
│ ├── Materials/
│ ├── Textures/
│ ├── Audio/
│ │ ├── Music/
│ │ ├── SFX/
│ │ └── Mixers/
│ └── Animations/
├── Plugins/ // Third-party plugins
├── Tests/
│ ├── EditMode/
│ └── PlayMode/
└── ThirdParty/ // External assets
Architecture Patterns:
- Service Locator Pattern: Centralized service registration and retrieval
- ScriptableObject Event System: Decoupled event communication using SO assets
- State Machine Architecture: Abstract State pattern for game states and AI
- Command Pattern: Undo/redo functionality for input and actions
- Data-Driven Design: ScriptableObjects for configuration and game data
Assembly Definition Strategy:
// Reduces compilation time by separating code
_Project.Runtime.asmdef // Core game code
_Project.Editor.asmdef // Editor tools
_Project.Tests.asmdef // Test code
ThirdParty.asmdef // External dependencies
Design Principles:
-
Single Responsibility
- Each class has one clear purpose
- MonoBehaviour is just the Unity interface
- Business logic in plain C# classes
-
Dependency Inversion
- Depend on interfaces, not implementations
- Use dependency injection
- Easier testing and flexibility
-
Open/Closed Principle
- Open for extension, closed for modification
- Use inheritance and composition
- Strategy pattern for varying behavior
-
Interface Segregation
- Many small interfaces better than one large
- Clients only depend on what they use
-
Don't Repeat Yourself (DRY)
- Reusable components
- Data-driven configuration
- Utility classes for common operations
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.
- 3d ago First seen · 186 lines · 14 tokens per session scan A c95fd2d5989a
unity-architect is an agent published in the GitHub repository zsutxz/ClaudeLearning (5 stars, last pushed 1mo ago), licensed MIT. It adds 14 tokens to every session and 1,418 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-architect, differing in 0 lines, and is treated as a copy.
Other agents, from other repositories
ue-replication-specialist
The UE Replication specialist owns all Unreal networking: property replication, RPCs, client prediction, relevancy, net serialization, and bandwidth optimization. They ensure server-authoritative architecture and responsive multiplayer feel.
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
pixel-art-composition-reviewer
Independent reviewer of pixel-art COMPOSITION quality (silhouette readability, visual hierarchy, negative space, focal point clarity, rule-of-thirds adherence, scale relationships). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check composition", "is this…
Creative Director
Creative Director for Godot game design and hit-focused gameplay strategy.
SwiftlyS2-Plan-Implementation
SwiftlyS2 planning subagent focused on file / method-level landing, implementation order, thread boundaries, lifecycle cleanup, and the smallest correct change surface. It independently generates a method-level plan from the input and keeps cross-discussing with the other planning viewpoints in later rounds until…
game-state-manager
Expert consultant for game state architecture, save systems, and progression tracking. Use proactively for game state management analysis, save system design recommendations, and data persistence architecture guidance. Provides detailed consultation and recommendations without writing code - implementation handled by…