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/XeldarAlz/everything-claude-unityWrote 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/xeldaralz/everything-claude-unity/unity-feature)<a href="https://agentmods.dev/commands/xeldaralz/everything-claude-unity/unity-feature"><img src="https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-feature/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/xeldaralz/everything-claude-unity/unity-feature"><img src="https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-feature.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 | $0.00027 | $0.00555 |
| Opus 5.5 | $0.00011 | $0.00222 |
| Sonnet 5.5 | $0.00005 | $0.00111 |
| Haiku 4.5 | $0.00003 | $0.00056 |
Grade A, and why
unity-feature 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.
How it starts
The opening of the file, as written. The whole thing — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/unity-feature — Implement a Feature
Plan and implement the feature described by the user: $ARGUMENTS
Agent Routing
- Default: use
unity-coderagent (opus — full architectural reasoning) - If
$ARGUMENTScontains--quick: useunity-coder-liteagent (sonnet — faster, for simple additions) - Strip the
--quickflag from arguments before passing to the agent
Phase 1: Plan
-
Analyze the feature — identify which Unity subsystems are involved:
- Input System? Physics? Animation? UI? Audio? Networking?
- Which existing scripts/systems does this integrate with?
-
Identify required scripts — what new scripts to create, what existing ones to modify.
-
Identify scene changes — what GameObjects, components, or scene setup is needed.
-
Present the plan to the user before implementing. Include:
- Scripts to create/modify
- Scene changes via MCP
- Dependencies on existing systems
- Estimated complexity (simple / moderate / complex)
Phase 2: Implement
-
Write C# code using the
unity-coderagent:- Follow all rules in
.claude/rules/ - Place scripts in correct assembly definition
- Use
[SerializeField]for inspector configuration - Add
[Header]attributes for organization
- Follow all rules in
-
Set up scene elements via MCP:
- Create GameObjects with
batch_execute - Configure components
- Set up physics layers if needed
- Create GameObjects with
-
Check console via
read_consolefor compilation errors.
Phase 3: Verify
- Verify no console errors via
read_console - Summarize what was created/modified
- Explain how to test the feature
- Note any manual steps needed (e.g., assigning references in Inspector)
Phase 4: Auto-Verify (Optional)
After implementation, offer to run the unity-verifier agent for a verify-fix loop:
- Reviews all changed files for serialization safety, performance, and Unity-specific pitfalls
- Auto-fixes safe issues (missing FormerlySerializedAs, CompareTag, cached GetComponent, etc.)
- Re-verifies up to 3 iterations until clean
- Reports remaining items that require human judgment
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.
- 1mo ago First seen · 65 lines · 27 tokens per session scan A b90e90bee6f7
unity-feature is a command published in the GitHub repository XeldarAlz/everything-claude-unity (25 stars, last pushed 6mo ago), licensed MIT. It adds 27 tokens to every session and 555 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 2026-08-30.
Other commands, from other repositories
story-continue
Resume an interrupted story from where you left off.
nds-test
Read the knowledge base BEFORE any MCP tool call.
gba-ai-full
Read docs/gba-claude-guide.md from C:\Users\AustinKidwell\ASR Dropbox\Austin Kidwell\04ResearchAnalysis\pokefirered-master\pokefirered-master completely before any MCP tool call.
gba-smoke
These run BEFORE game detection. If any fail, stop immediately.
gba-build-develop
Composes /gba-build develop, /gba-ai-full, /research-perplexity, /creative-research, and /orchestrator-multi into a single autonomous mega-pipeline that researches, plans, parallelizes implementation, AI-playtests, iterates on failures, discovers creative features, and ships production-ready GBA games.
nds-build
Command "nds-build" from intellegix/intellegix-code-agent-toolkit, covering /nds-build — universal nds game builder, usage, subcommands, new — scaffold a new nds project and develop — research-driven modular game build.