build-and-compilation

build-and-compilation is a command for Claude Code from AmaniDawn/DGame. It costs 0 tokens per session (2,646 once invoked), scanned A, a copy of build-and-compilation, MIT.

Commands for building Unity player applications, changing the target platform, reading build settings, and running compilation and tests. A player build is the runnable game or application produced from a Unity project.

In plain words
What is it for?
Use it to validate or start a build, select an installed platform, inspect build profiles and settings, and check whether compilation or testing completed successfully.
Why use it?
It replaces manual build and configuration steps and reports asynchronous work through status commands, including detailed build results.

Command for Claude Code

Written for Claude Code: a Claude Code command (commands/*.md).

Good fit Use it to validate or start a build, select an installed platform, inspect build profiles and settings, and check whether compilation or testing completed successfully.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/amanidawn/dgame/build-and-compilation
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.

Clone the repo
git clone --depth 1 https://github.com/AmaniDawn/DGame

Made for: Claude Code.

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 build-and-compilation

README.md
[![agentmods](https://agentmods.dev/badge/commands/amanidawn/dgame/build-and-compilation/github.svg)](https://agentmods.dev/commands/amanidawn/dgame/build-and-compilation)
Your own site
<a href="https://agentmods.dev/commands/amanidawn/dgame/build-and-compilation"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/build-and-compilation/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.

agentmods 80×15 button for build-and-compilation

Your own site · 80×15
<a href="https://agentmods.dev/commands/amanidawn/dgame/build-and-compilation"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/build-and-compilation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,646 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod 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 5.1 $0.00000 $0.02646
Opus 5.5 $0.00000 $0.01058
Sonnet 5.5 $0.00000 $0.00529
Haiku 4.5 $0.00000 $0.00265

Measured 20d ago against content hash 5e85fe64eb2b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

build-and-compilation 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 20d 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.

Origin

This is a copy

100% identical to build-and-compilation — 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.

GameUnity/Packages/com.unity.pipeline/Documentation~/commands/build-and-compilation.md · 189 lines

How it starts

The opening of the file, as written. The whole thing — 189 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Build, compilation & test commands

These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the operation, then poll a matching *_status command until it reports completion. The client must tolerate connection errors during a domain reload (recompile, target switch) or a long blocking build.

build

Trigger an async Player build and report the full BuildReport. Returns immediately (queued); poll build_status until status is 'completed'. DetailedBuildReport is included by default unless 'options' is supplied. Use dry_run to validate without building.

Parameter Required Default Description
target no – BuildTarget name (e.g. StandaloneWindows64). Defaults to the active target. Must be installed.
outputPath no – Output path (absolute, or relative to the project root). Defaults to the last/auto path.
profileName no – Build Profile name to activate before building (Unity 6 only; ignored otherwise).
options no – BuildOptions names. Omit to get just DetailedBuildReport; supplying any disables that default.
scenes no – Scene asset paths to build (e.g. Assets/Scenes/Main.unity). Defaults to EditorBuildSettings.
confirm no false Acknowledge and run the build; without it the call is refused. Use dry_run to validate only.
dry_run no false Validate target/outputPath/scenes without building.

Supported options values (case-insensitive): Development, AllowDebugging, ConnectWithProfiler, EnableHeadlessMode, SymlinkSources, BuildAdditionalStreamedScenes, CleanBuildCache, DetailedBuildReport. Any unrecognized value is a validation error.

Returns: object (transient payloads: queued / busy / dry_run / error; the finished report is read via build_status). Notes: MainThreadRequired = false. Async — validates + queues, returns queued immediately, then an editor tick runs the (blocking) build; poll build_status until status is completed. Only one build at a time (returns busy otherwise). Mutating: gated by the confirm/dry_run convention — pass confirm=true for a real build, or dry_run=true to validate target/outputPath/scenes without building (nothing is queued on a dry run or on validation failure).

Read the full file on GitHub · 189 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. 20d ago First seen · 189 lines · 0 tokens per session scan A 5e85fe64eb2b

Subscribe to this mod's changes

build-and-compilation is a command published in the GitHub repository AmaniDawn/DGame (173 stars, last pushed 3d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,646 tokens. A static security scan graded it A with 0 findings. It is 100% identical to build-and-compilation, differing in 0 lines, and is treated as a copy.