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-optimizegit clone --depth 1 https://github.com/XeldarAlz/everything-claude-unityWhat 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 | $0.00324 |
| Opus 5 | $0.00015 | $0.00162 |
| Sonnet 5 | $0.00006 | $0.00065 |
| Haiku 4.5 | $0.00003 | $0.00032 |
Grade A, and why
unity-optimize 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-optimize — Performance Optimization
Optimize the project's performance. Focus area: $ARGUMENTS
Workflow
Use the unity-optimizer agent to:
Step 1: Profile
manage_profiler → start session, capture frame timing
manage_graphics → get rendering stats (draw calls, batches, triangles)
manage_profiler → memory snapshot
Step 2: Identify Bottleneck Type
- CPU-bound — GC allocations, expensive Update loops, physics
- GPU-bound — too many draw calls, overdraw, complex shaders
- Memory — large textures, uncompressed audio, leaked Addressables
Step 3: Code Scan
Run ./scripts/validate-code-quality.sh to find:
- GetComponent in Update
- Uncached Camera.main
- LINQ in gameplay code
- Allocations in hot paths
Step 4: Fix
Apply targeted fixes based on profiling data.
Step 5: Verify
Re-profile to confirm improvement. Compare before/after metrics.
Performance Budgets (Mobile)
| Metric | Target |
|---|---|
| Draw calls | < 100 |
| Frame time | < 33ms (30fps) |
| GC alloc/frame | 0 bytes |
| Texture memory | < 150MB |
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 · 48 lines · 30 tokens per session scan A b50cd8a2e464
unity-optimize 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 324 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.
Other commands, from other repositories
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become
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story-new
Create a new story. It lands in the backlog until assigned to a cycle.
research
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review
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