unity-scene

unity-scene is a command for Claude Code from XeldarAlz/everything-claude-unity. It costs 26 tokens per session (353 once invoked), scanned A, original, MIT.

A command for building or changing a Unity game scene through MCP, a tool connection that lets software control Unity. It can set up objects, their hierarchy, lighting, cameras, physics layers, and other scene elements.

In plain words
What is it for?
Use it to create basic 2D or 3D scenes, add environments and characters, configure cameras and lighting, set physics collisions, and check the Unity console for errors.
Why use it?
It avoids creating and arranging every scene object manually in the Unity editor while keeping the scene structure organized.

Command for Claude Code

Part of the everything-claude-unity plugin — 42 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-scene
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 42 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-scene

README.md
[![agentmods](https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-scene.svg)](https://agentmods.dev/commands/xeldaralz/everything-claude-unity/unity-scene)
Your own site
<a href="https://agentmods.dev/commands/xeldaralz/everything-claude-unity/unity-scene"><img src="https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-scene.svg" alt="Measured on agentmods" height="20"></a>
Per session 26 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 353 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 $0.00026 $0.00353
Opus 5 $0.00013 $0.00177
Sonnet 5 $0.00005 $0.00071
Haiku 4.5 $0.00003 $0.00035

Measured 5d ago against content hash a17ccc17146d, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-scene 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 5d 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-scene.md · 41 lines

What it actually says

/unity-scene — Build a Scene

Build or modify a scene based on the description: $ARGUMENTS

Workflow

Use the unity-scene-builder agent to:

  1. Plan the scene — identify GameObjects, components, hierarchy, lighting, and camera setup
  2. Create or load scene via manage_scene MCP (use templates: 3d_basic or 2d_basic)
  3. Build hierarchy using batch_execute:
    • Environment objects (ground, walls, platforms)
    • Character spawn points
    • Camera (Cinemachine virtual camera)
    • Lighting (directional light, point lights)
    • System objects (managers, spawners)
  4. Configure components via manage_components
  5. Set up physics via manage_physics (layers, collision matrix)
  6. Set up camera via manage_camera (follow, confiner, blending)
  7. Verify via read_console — no errors

Hierarchy Convention

@Environment/ — static world geometry
@Characters/  — player, NPCs, enemies
@Cameras/     — main camera, virtual cameras
@Lighting/    — lights, reflection probes
@UI/          — canvases
@Systems/     — managers, spawners
_Dynamic/     — parent for runtime-spawned objects

Report the complete scene structure when done.

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. 5d ago First seen · 41 lines · 26 tokens per session scan A a17ccc17146d

Subscribe to this mod's changes

unity-scene is a command published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 26 tokens to every session and 353 once invoked, about $0.0001 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.