unity-interview

unity-interview is a command for Claude Code from XeldarAlz/everything-claude-unity. It costs 31 tokens per session (1,253 once invoked), scanned A, original, MIT.

A guided question-and-answer command for turning a large or unclear Unity game feature into a written plan before coding.

In plain words
What is it for?
Use it to define what a feature should and should not do, who uses it, what triggers it, and what result it should produce.
Why use it?
It exposes missing requirements, edge cases, and unclear boundaries early, reducing the risk of building the wrong feature.

Command for Claude Code

Part of the everything-claude-unity plugin — 10 skills, 27 commands, 20 agents, 5 hooks shipped together

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.

agentmods
npx agentmods add commands/xeldaralz/everything-claude-unity/unity-interview
Clone the repo
git clone --depth 1 https://github.com/XeldarAlz/everything-claude-unity

Made for: Claude Code.

Or install everything-claude-unity, the plugin that ships this one along with the rest of its 10 skills, 27 commands, 20 agents, 5 hooks.

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 unity-interview

README.md
[![agentmods](https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-interview.svg)](https://agentmods.dev/commands/xeldaralz/everything-claude-unity/unity-interview)
Your own site
<a href="https://agentmods.dev/commands/xeldaralz/everything-claude-unity/unity-interview"><img src="https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-interview.svg" alt="Measured on agentmods" height="20"></a>
Per session 31 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,253 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00031 $0.01253
Opus 5 $0.00015 $0.00626
Sonnet 5 $0.00006 $0.00251
Haiku 4.5 $0.00003 $0.00125

Measured 4d ago against content hash 022876bd6711, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-interview 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.

.claude/commands/unity-interview.md · 139 lines

How it starts

The opening of the file, as written. The whole thing — 139 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/unity-interview — Deep Requirements Interview

Conduct a thorough, multi-phase requirements interview for: $ARGUMENTS

This command produces a comprehensive feature brief BEFORE any code is written. It is deliberately more thorough than the quick clarify phase in /unity-workflow — use this for large or ambiguous features where getting requirements right is critical.

Phase 1: Scope Exploration

Ask the user to define boundaries:

  1. What does this feature DO? — core behavior, primary use case
  2. What does this feature NOT do? — explicit exclusions, out-of-scope items
  3. Who is the user? — player-facing, designer-facing, developer tool?
  4. What triggers it? — player input, game event, timer, external signal?
  5. What is the expected output? — visual change, data mutation, event emission, audio?

Summarize scope before proceeding. Ask user to confirm or adjust.

Phase 2: Technical Requirements

Gather project context automatically and ask targeted questions:

  1. Read CLAUDE.md for project config (Unity version, render pipeline, target platform, packages)
  2. Read Packages/manifest.json to identify available packages
  3. Scan existing assembly definitions to understand project structure
  4. Ask about:
    • Performance budget — target FPS? Memory ceiling? Max draw calls?
    • Platform constraints — mobile thermal throttling? WebGL size limits?
    • Unity subsystems — physics, UI, animation, audio, networking, addressables?
    • Data persistence — does any state need saving? What format?
    • Multiplayer — any networked aspects? Authority model?

Phase 3: Edge Case Identification

For each major component identified in Phase 1-2, systematically explore:

  1. Error states — what happens when things go wrong? (null references, missing assets, network failure)
  2. Boundary conditions — minimum/maximum values, empty collections, zero-duration timers
  3. Platform differences — does this behave differently on iOS vs Android? Editor vs build?
  4. Race conditions — scene transitions, async operations, destruction timing
  5. Performance under load — what happens with 100x the expected entities/items/particles?
  6. Undo/reset — can the player undo this action? What happens on scene reload?

Read the full file on GitHub · 139 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. 4d ago First seen · 139 lines · 31 tokens per session scan A 022876bd6711

Subscribe to this mod's changes

unity-interview is a command published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 31 tokens to every session and 1,253 once invoked, about $0.0002 per session on Opus 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.