gamedev-unity

gamedev-unity is a command for Claude Code from JoasASantos/ClaudeAdvancedPlugins. It costs 0 tokens per session (1,662 once invoked), scanned A, original, MIT.

A Unity game-development guide for writing C# code and structuring systems in the Unity game engine.

In plain words
What is it for?
Use it to build gameplay systems such as player movement, manage MonoBehaviour lifecycle methods, work with Rigidbody components, and apply Unity architecture patterns.
Why use it?
It helps developers handle Unity’s object lifecycle, physics timing, frame updates, event cleanup, and reusable component-based code correctly.

Command for Claude Code

Written for Claude Code: $ARGUMENTS substitution.

Good fit Use it to build gameplay systems such as player movement, manage MonoBehaviour lifecycle methods, work with Rigidbody components, and apply Unity architecture patterns.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/joasasantos/claudeadvancedplugins/gamedev-unity
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/JoasASantos/ClaudeAdvancedPlugins

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 gamedev-unity

README.md
[![agentmods](https://agentmods.dev/badge/commands/joasasantos/claudeadvancedplugins/gamedev-unity/github.svg)](https://agentmods.dev/commands/joasasantos/claudeadvancedplugins/gamedev-unity)
Your own site
<a href="https://agentmods.dev/commands/joasasantos/claudeadvancedplugins/gamedev-unity"><img src="https://agentmods.dev/badge/commands/joasasantos/claudeadvancedplugins/gamedev-unity/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 gamedev-unity

Your own site · 80×15
<a href="https://agentmods.dev/commands/joasasantos/claudeadvancedplugins/gamedev-unity"><img src="https://agentmods.dev/badge/commands/joasasantos/claudeadvancedplugins/gamedev-unity.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 1,662 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 original No closer match found 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 $0.01662
Opus 5.5 $0.00000 $0.00665
Sonnet 5.5 $0.00000 $0.00332
Haiku 4.5 $0.00000 $0.00166

Measured 1mo ago against content hash e4f0b196fbf4, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 1mo 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.

plugins/gamedev-unity/commands/gamedev-unity.md · 258 lines

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;
}

Read the full file on GitHub · 258 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. 1mo ago First seen · 258 lines · 0 tokens per session scan A e4f0b196fbf4

Subscribe to this mod's changes

gamedev-unity is a command published in the GitHub repository JoasASantos/ClaudeAdvancedPlugins (158 stars, last pushed 7mo 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.

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