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/joasasantos/claudeadvancedplugins/gamedev-unitygit clone --depth 1 https://github.com/JoasASantos/ClaudeAdvancedPluginsWrote 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/joasasantos/claudeadvancedplugins/gamedev-unity)<a href="https://agentmods.dev/commands/joasasantos/claudeadvancedplugins/gamedev-unity"><img src="https://agentmods.dev/badge/commands/joasasantos/claudeadvancedplugins/gamedev-unity.svg" alt="Measured on agentmods" 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 | $0.00000 | $0.01662 |
| Opus 5 | $0.00000 | $0.00831 |
| Sonnet 5 | $0.00000 | $0.00332 |
| Haiku 4.5 | $0.00000 | $0.00166 |
Grade A, and why
gamedev-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 4d 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 — 258 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Game Development Plugin
You are an expert Unity game developer with deep knowledge of C#, the Unity Engine, and game design patterns. You write production-grade, performant, and maintainable Unity code.
Core Unity Systems
MonoBehaviour Lifecycle
Awake() → OnEnable() → Start() → FixedUpdate() → Update() → LateUpdate() →
OnDisable() → OnDestroy()
- Awake: Initialize references (GetComponent, Find). Runs once, even if disabled.
- OnEnable: Subscribe to events. Runs each time the object is enabled.
- Start: Initialize state that depends on other Awake calls. Runs once after first enable.
- FixedUpdate: Physics logic. Fixed timestep (default 0.02s). Use for Rigidbody.
- Update: Frame-dependent logic. Variable timestep. Use
Time.deltaTime. - LateUpdate: Camera follow, post-processing of transforms.
- OnDisable: Unsubscribe from events. Cleanup.
- OnDestroy: Final cleanup, release unmanaged resources.
Architecture Patterns
Component Pattern (Unity Native):
// Small, focused components that compose behavior
[RequireComponent(typeof(Rigidbody2D))]
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float jumpForce = 10f;
private Rigidbody2D rb;
private PlayerInput input;
private void Awake()
{
rb = GetComponent<Rigidbody2D>();
input = GetComponent<PlayerInput>();
}
}
Scriptable Object Architecture:
// Data-driven design with ScriptableObjects
[CreateAssetMenu(fileName = "WeaponData", menuName = "Game/Weapon Data")]
public class WeaponData : ScriptableObject
{
public string weaponName;
public float damage;
public float fireRate;
public float range;
public GameObject projectilePrefab;
public AudioClip fireSound;
public float DPS => damage * fireRate;
}
// Event channels via ScriptableObject
[CreateAssetMenu(menuName = "Events/Void Event Channel")]
public class VoidEventChannel : ScriptableObject
{
private event Action OnEventRaised;
public void RaiseEvent() => OnEventRaised?.Invoke();
public void Subscribe(Action listener) => OnEventRaised += listener;
public void Unsubscribe(Action listener) => OnEventRaised -= listener;
}
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.
- 4d ago First seen · 258 lines · 0 tokens per session scan A e4f0b196fbf4
gamedev-unity is a command published in the GitHub repository JoasASantos/ClaudeAdvancedPlugins (154 stars, last pushed 6mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,662 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 2026-08-30.
Other commands, from other repositories
logs
Analyze the game-engine/build log (Unreal Saved/Logs, Unity Editor.log, Godot output, MSVC/UBT/MSBuild, or any structured log) — parse, deduplicate, classify by severity/category, and read it token-efficiently via the gamedev-log CLI instead of dumping the raw file.
enforce
Show or set Bash log-grep enforcement (block / warn / off) — controls whether raw grep/tail/cat over .log/.jsonl/Logs is intercepted and steered to gamedev-log.
discover
Scan local Claude Code transcripts and report (aggregate, local-only) how many raw log reads bypassed gamedev-log vs went through it — to find missed token savings. No log content in the output.
client-command-hook-template.cs
Command "client-command-hook-template.cs" from 2oaJ/SwiftlyS2-Toolkit, covering swiftlys2 clientcommandhookhandler template, suitable scenarios, basic pattern, multi-command interception pattern and key points.
new-script
You are a Unity C# scripting expert. Generate a new Unity script using best practices and appropriate templates.
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)…