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/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/unreal)<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/unreal"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/unreal/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/hermeticormus/libregamedev-claude-code/unreal"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/unreal.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 | $0.00020 | $0.00805 |
| Opus 5.5 | $0.00008 | $0.00322 |
| Sonnet 5.5 | $0.00004 | $0.00161 |
| Haiku 4.5 | $0.00002 | $0.00081 |
Grade A, and why
unreal 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 15d 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 — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/unreal
Unreal Engine 5 development: Gameplay Framework, Blueprint/C++, GAS, replication, materials, and Lumen/Nanite.
Trigger
/unreal [action] [target]
Actions
actor
Create Actor/Character/Pawn classes with proper UE5 structure.
/unreal actor "ACharacter subclass with Enhanced Input, movement, jump, replicated health"
/unreal actor "AI enemy: patrol waypoints, detect player via sight, chase and attack"
/unreal actor "interactive door: Blueprint interface, opens with RPC, replicated open state"
Output: C++ header + source with UPROPERTY/UFUNCTION macros, BeginPlay, replication setup, Blueprint-callable interface.
framework
Design Gameplay Framework class responsibilities.
/unreal framework "multiplayer FPS: where does kill tracking, score, team assignment go?"
/unreal framework "RPG with stats, abilities, inventory - GameMode vs PlayerState vs Character"
/unreal framework "metagame session flow: lobby, game, post-game using GameInstance"
Output: Class responsibility diagram, which class owns which data, replication boundaries.
ability
Implement with Gameplay Ability System.
/unreal ability "projectile fire ability with mana cost, cooldown, and GAS tags"
/unreal ability "stun status effect: GameplayEffect with duration, blocks movement ability"
/unreal ability "attribute set for health, mana, stamina with damage calculation"
Output: GAS component setup, UGameplayAbility subclass, UGameplayEffect data asset spec, UAttributeSet C++.
debug
Diagnose Unreal-specific problems.
/unreal debug "Replicated property not updating on clients"
/unreal debug "Server RPC not being called - client fires but server never receives"
/unreal debug "Blueprint cast fails at runtime after C++ refactor"
/unreal debug "Nanite mesh not rendering correctly with translucent material"
Output: Root cause (replication, authority, cast validity), fix code, prevention.
Examples
Setting up a multiplayer character:
/unreal actor "ACharacter with Enhanced Input, replicated health and death, server attack RPC"
Produces: Complete .h and .cpp with DOREPLIFETIME, server RPC with _Validate + _Implementation, multicast for cosmetic effects, GetLifetimeReplicatedProps.
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.
- 15d ago First seen · 95 lines · 20 tokens per session scan A 6d8af01dbfe3
unreal is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 20 tokens to every session and 805 once invoked, about $0.0001 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 2026-10-01.
Other commands, from other repositories
scripts
Commands for creating C# script files, attaching MonoBehaviours to GameObjects, and reading/writing serialized fields. Writing a .cs file does not make its type available — Unity must import and compile it (a domain reload) first. The flow is: createscript → recompile → poll recompilestatus (until completed/uptodate)…
build-and-compilation
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…
animation
Author animation assets: AnimationClips (and their float curves), AnimatorControllers (parameters, layers, states, transitions), and Timeline assets. Create commands write under the authoring root and follow the shared confirm/dryrun convention.
assets-and-files
Commands for creating, importing, moving, copying, renaming, deleting and finding project assets, plus folder and text-file operations. Every agent-supplied path is funnelled through the authoring-root sandbox (it rejects ../ and out-of-project writes); destructive or overwriting operations require confirm=true and…
gameobjects-and-components
Commands for creating GameObjects, querying the scene hierarchy, mutating the core GameObject/Transform surface, and adding/removing components and editing their serialized properties. Scene mutations are wrapped in Unity's Undo system (so a multi-step action reverts as one collapsible step) and are blocked during…
project-settings
Read and change a representative slice of Unity's project-wide settings (Audio, Graphics, Input, Physics, Player, Quality, Tags & Layers, Time). get commands read a group's current values into a ProjectSettingsResponse; set commands mutate them through the shared confirm/dryrun convention, so confirm=true is required…