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-team)<a href="https://agentmods.dev/commands/xeldaralz/everything-claude-unity/unity-team"><img src="https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-team/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-team"><img src="https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-team.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 | $0.00025 | $0.01389 |
| Opus 5.5 | $0.00010 | $0.00556 |
| Sonnet 5.5 | $0.00005 | $0.00278 |
| Haiku 4.5 | $0.00003 | $0.00139 |
Grade A, and why
unity-team 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 — 159 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/unity-team — Parallel Agent Orchestration
Spawn multiple agents in parallel to work on: $ARGUMENTS
This command runs 2-3 agents simultaneously instead of sequentially, significantly speeding up workflows where different concerns can be addressed independently.
Team Presets
Parse $ARGUMENTS for a team flag. Everything after the flag is the task description.
| Flag | Agents | Best For |
|---|---|---|
--build |
unity-coder + unity-test-runner + unity-reviewer | New features with full quality coverage |
--feature |
unity-coder + unity-scene-builder + unity-test-runner | Features that need scene setup |
--quality |
unity-reviewer + unity-optimizer + unity-test-runner | Auditing existing code |
--security |
unity-security-reviewer + unity-reviewer + unity-linter | Security audit with code quality check |
--custom <agents> |
Comma-separated agent names | Any combination |
Quick Mode
Add --quick to any preset to swap opus agents for their sonnet/haiku equivalents where available:
| Opus Agent | Quick Replacement |
|---|---|
unity-coder |
unity-coder-lite |
unity-fixer |
unity-fixer-lite |
unity-reviewer (already sonnet) |
No change |
Example: /unity-team --build --quick "add health bar UI" uses unity-coder-lite instead of unity-coder.
If no team flag is provided, default to --build.
Custom Teams
/unity-team --custom coder,shader-dev "add a dissolve effect to enemy death"
Agent names can be specified with or without the unity- prefix. Valid: coder, unity-coder, shader-dev, unity-shader-dev.
Execution Flow
Step 1: Pre-Flight
- Validate agents — verify each requested agent exists in
.claude/agents/ - Read project context — scan CLAUDE.md, recent git state, assembly structure
- Detect write conflicts — if two agents might write to the same files, warn the user:
WARNING: unity-coder and unity-scene-builder may both modify scene files. Proceed anyway? (The reconciliation pass will resolve conflicts.) - Decompose the task — generate a role-specific brief for each agent
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 · 159 lines · 25 tokens per session scan A 91cf68743075
unity-team is a command published in the GitHub repository XeldarAlz/everything-claude-unity (25 stars, last pushed 6mo ago), licensed MIT. It adds 25 tokens to every session and 1,389 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.