contexture unity.instructions.md

A set of coding rules for Unity, a game-development platform where projects are built from reusable GameObjects and components.

In plain words
What is it for?
Use it when editing Unity C# files to guide component design, mouse/pen/touch input, .meta files, namespaces, and data shown in Unity's Inspector.
Why use it?
It helps keep Unity code organised and compatible with Unity conventions, including input handling, saved asset metadata, namespaces, and Inspector data.

Instructions file for GitHub Copilot

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 instructions/ackeskin/contexture/unity
Clone the repo
git clone --depth 1 https://github.com/AcKeskin/contexture

Made for: GitHub Copilot.

Per session 2,332 This file is loaded in full into every session.
When invoked 2,332 The same file — it is already loaded in full.
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 $0.02332 $0.02332
Opus 5 $0.01166 $0.01166
Sonnet 5 $0.00466 $0.00466
Haiku 4.5 $0.00233 $0.00233

Measured yesterday against content hash 29245068fcc7, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

contexture unity.instructions.md 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 yesterday.

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.

.github/instructions/unity.instructions.md · 149 lines

How it starts

The opening of the file, as written. The whole thing — 149 lines — stays where its author put it; the contents beside it link to each section on GitHub.

unity rules

Auto-loaded by Copilot when editing files matching **/*.cs. Generated from architectural-rules/unity/ — do not hand-edit.

Unity component-based design

  • Component-based design only. Each MonoBehaviour owns one responsibility.
  • No god components orchestrating unrelated systems. Split by concern and compose at the GameObject level.
  • Prefer composition of small components over inheritance trees of MonoBehaviours.

Why: Unity's GameObject/component composition model fights inheritance. Working with the grain keeps prefabs reusable and testable.

Unity input via Input Actions on , not EnhancedTouch polling

For pointer/touch input in Unity (Input System 1.x+), the default approach is InputActionAsset with bindings on the abstract <Pointer> device:

  • Press — Button action bound to <Pointer>/press
  • Position — Value/Vector2 action bound to <Pointer>/position

<Pointer> is the abstract base class for Mouse, Pen, and Touchscreen. One binding handles desktop editor (mouse), tablet (pen), and device (touch) without TouchSimulation.

Why:

  1. Unified surface. One binding covers mouse, pen, and touch. No editor-vs-device branches in input code.
  2. Survives synthetic-event testing. Input Actions consume Unity's input event stream, so InputSystem.QueueStateEvent works in play-mode tests. EnhancedTouch.Touch.activeTouches polling does not respond to queued state events.
  3. Avoids the TouchSimulation gotcha. TouchSimulation.Enable() creates the singleton but leaves its MonoBehaviour disabled in Input System 1.19 — no Touchscreen device registers, polling reads empty. Input Actions sidestep this entirely.
  4. Documented modern path. Rebinding, control schemes, the PlayerInput component, and multi-device flows all build on Input Actions. EnhancedTouch polling is a dead end for any of those.

How to apply:

  • Create an InputActionAsset (*.inputactions) with at least a Gameplay map containing Press (Button → <Pointer>/press) and Position (Value/Vector2 → <Pointer>/position).
  • Components that need input take [SerializeField] InputActionAsset _actions and look up the map + actions in Awake.
  • Subscribe in OnEnable (action.performed += handler), unsubscribe in OnDisable. Call map.Enable() / map.Disable() to gate.
  • Read companion values inside the callback via otherAction.ReadValue<T>() rather than caching them in Update.

Read the full file on GitHub · 149 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. yesterday First seen · 149 lines · 2,332 tokens per session scan A 29245068fcc7

Subscribe to this mod's changes

contexture unity.instructions.md is an instructions file published in the GitHub repository AcKeskin/contexture (2 stars, last pushed 1mo ago), licensed MIT. It adds 2,332 tokens to every session, about $0.0117 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 2026-08-31.