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/xeldaralz/everything-claude-unity/unity-networkgit 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-network)<a href="https://agentmods.dev/commands/xeldaralz/everything-claude-unity/unity-network"><img src="https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-network.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 | $0.00030 | $0.00261 |
| Opus 5 | $0.00015 | $0.00130 |
| Sonnet 5 | $0.00006 | $0.00052 |
| Haiku 4.5 | $0.00003 | $0.00026 |
Grade A, and why
unity-network 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 3d 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.
What it actually says
/unity-network — Set Up Multiplayer
Implement networking based on: $ARGUMENTS
Workflow
Use the unity-network-dev agent to:
- Detect framework — check
Packages/manifest.jsonfor Netcode/Mirror/Photon/Fish-Net - Plan the feature — identify what needs to sync (transform, state, RPCs)
- Write networking scripts:
- NetworkBehaviour components
- NetworkVariable for synced state
- ServerRpc/ClientRpc for actions
- Ownership checks (
if (!IsOwner) return)
- Set up scene via MCP:
- NetworkManager GameObject
- Transport configuration
- Player spawn points
- Network prefab registration
- Verify via
read_console
Key Rules
- Server is authoritative — never trust client
- Minimize RPCs — use NetworkVariables for continuous state
- Always check ownership before processing input
- Register all network prefabs with NetworkManager
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.
- 3d ago First seen · 35 lines · 30 tokens per session scan A 59b0d72edb8a
unity-network is a command published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 30 tokens to every session and 261 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.
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