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/AmaniDawn/DGameWrote 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/commands/amanidawn/dgame/multiplayer-play-mode)<a href="https://agentmods.dev/commands/amanidawn/dgame/multiplayer-play-mode"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/multiplayer-play-mode/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/commands/amanidawn/dgame/multiplayer-play-mode"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/multiplayer-play-mode.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 | $0.00000 | $0.03361 |
| Opus 5.5 | $0.00000 | $0.01344 |
| Sonnet 5.5 | $0.00000 | $0.00672 |
| Haiku 4.5 | $0.00000 | $0.00336 |
Grade A, and why
multiplayer-play-mode 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 today.
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 — 233 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Multiplayer Play Mode & instance commands
Commands to drive Multiplayer Play Mode (MPPM) Play Mode Scenarios — the main Editor plus one or more virtual player (clone) Editors — and to discover those instances so you can drive each one.
These are distinct from editor_play / editor_stop / editor_pause
(see Editor lifecycle & observability), which control the
main Editor only and never launch virtual players.
See Connectivity → Multiple instances
for the clone topology (each clone is a separate Unity project under Library/VP/<vpId> with its
own Library, port, and Pipeline server).
Availability
The editor.playmode scenario commands require Unity 6000.3 or newer and the
com.unity.multiplayer.playmode package. Both conditions have to hold:
- On 6000.5 and newer, scenario control runs on the public
Unity.PlayMode.Editor.PlayModeScenarioManagerAPI inUnityEditor.PlayModeModule, a built-in editor module that carries no public types before 6000.5. - On 6000.3 and 6000.4 (MPPM 2.0.x), the same commands, arguments and return shapes are implemented by
reflection over MPPM's internal scenario types. Two differences: a player's
idis its name (6000.3 players have no GUID), andeditor.playmode create_scenarioalways writes toAssets/Settings/PlayMode/, usingpathonly for the file name. - Virtual players come from the MPPM package. Without it there is nothing to orchestrate, so the
commands are compiled out rather than registered and answering
available: false. The package presence is detected by anasmdefversion define (MPPM_AVAILABLE), so removing MPPM removes the commands on the next recompile.
Where either condition fails, these commands are absent from /api/commands and calling one
fails as an unknown command. Probe /api/commands rather than branching on an available field.
The package as a whole still supports 6000.0 — only this command group is gated.
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.
- today First seen · 233 lines · 0 tokens per session scan A 3648db5f4430
multiplayer-play-mode is a command published in the GitHub repository AmaniDawn/DGame (177 stars, last pushed yesterday), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 3,361 tokens. 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 2026-11-06.
multiplayer-play-mode compared with commands from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| multiplayer-play-modeAmaniDawn/DGame | Command | 177 | yesterday | MIT | A | 0 | Claude Code |
| tech-debtstriderZA/OpenCodeGameStudios | Command | 114 | yesterday | MIT | A | 9 | Claude Code |
| simHorizonRobotics/EmbodiedGen | Command | 718 | 2mo ago | Apache-2.0 | A | 11 | Claude Code |
| team-uistriderZA/OpenCodeGameStudios | Command | 114 | yesterday | MIT | A | 11 | Claude Code |
| cert-checkMRCalderon3D/everything-game-dev-code | Command | 104 | 28d ago | MIT | A | 11 | Claude Code |
| combat-designMRCalderon3D/everything-game-dev-code | Command | 104 | 28d ago | MIT | A | 14 | Claude Code |
| ui-flow-reviewMRCalderon3D/everything-game-dev-code | Command | 104 | 28d ago | MIT | A | 15 | Claude Code |