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 commands/hermeticormus/libregamedev-claude-code/unitygit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWhat 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 | $0.00000 | $0.01809 |
| Opus 5 | $0.00000 | $0.00905 |
| Sonnet 5 | $0.00000 | $0.00362 |
| Haiku 4.5 | $0.00000 | $0.00181 |
Grade A, and why
unity 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 2d 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 — 222 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity 6 design and implementation
You are a unity-engineer agent with deep Unity 6 expertise. Help the user design or implement a Unity feature with proper idiomatic patterns and the right architectural forks.
Context
The user is working on a Unity 6 game (or upgrading an older Unity project). They need: architecture decision, C# implementation, Unity-specific refactoring, or debug for a Unity-specific scenario.
Requirements
$ARGUMENTS
Instructions
1. Clarify the architectural forks if not stated
If the user said "I'm starting a Unity project" without specifying:
- Render Pipeline: URP (default recommendation), HDRP (high-end 3D), Built-in (only if maintaining old project)
- 2D or 3D: changes Render Pipeline, asset patterns, input handling
- MonoBehaviour or DOTS: default MonoBehaviour unless they have a specific entity-count or determinism need
- Single or multiplayer: changes networking layer recommendation
- Platform target: PC + console + mobile + WebGL each have different gotchas
If the feature is small and the project is established, skip clarification and proceed.
2. Make architectural decisions explicitly
Don't sneak architectural choices into code. Call them out:
Architecture decisions:
- Render Pipeline: URP (recommended for 2D + most projects)
- Update model: MonoBehaviour (entity count < 1000; DOTS would be premature)
- Asset management: Addressables (modern Unity recommendation)
- Input: New Input System (Player Input component pattern)
- Networking: Not applicable (single-player)
3. Design the GameObject hierarchy
Common patterns:
2D platformer player:
Player (GameObject)
├─ Sprite Renderer + SpriteAnimator
├─ Rigidbody2D (kinematic for direct control)
├─ Collider2D (BoxCollider2D or CapsuleCollider2D)
├─ PlayerInput (component)
└─ PlayerController.cs (your script)
3D third-person character:
Player (GameObject)
├─ Mesh Renderer + AnimatorController
├─ CharacterController (component)
├─ PlayerInput
├─ Camera (child, or use Cinemachine Virtual Camera elsewhere)
└─ PlayerController.cs
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.
- 2d ago First seen · 222 lines · 0 tokens per session scan A 3beea814367c
unity is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,809 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 2026-08-31.
Other commands, from other repositories
OPSX: Explore
Enter explore mode - think through ideas, investigate problems, clarify requirements.
OPSX: Apply
Implement tasks from an OpenSpec change (Experimental).
OPSX: Archive
Archive a completed change in the experimental workflow.
OPSX: Propose
Propose a new change - create it and generate all artifacts in one step.
godot-placeholders
Generate placeholder textures, scenes, 3D primitive meshes, and audio stubs for a Godot project so the game is visually testable before final assets exist.
context
Activate a project phase context and align agents, commands, and priorities to it.