unity-ai-workflow CLAUDE.md

A set of instructions and reusable tools for building Unity 6.2 or newer games with an AI coding agent. Unity is a game-development program; the included TDD means technical design document, and GDD means game design document.

In plain words
What is it for?
It is for organizing AI-assisted Unity game work, including planning, brainstorming, implementation, project documentation, and session workflows.
Why use it?
It gives the agent a defined workspace layout, project settings to read, development modes, commands, skills, and templates instead of leaving those choices implicit.

Instructions file

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/devdavv/unity-ai-workflow/claude-md
Clone the repo
git clone --depth 1 https://github.com/devdavv/unity-ai-workflow
Per session 841 This file is loaded in full into every session.
When invoked 841 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 $0.00841 $0.00841
Opus 5 $0.00420 $0.00420
Sonnet 5 $0.00168 $0.00168
Haiku 4.5 $0.00084 $0.00084

Measured yesterday against content hash 5cbed7397cdd, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-ai-workflow CLAUDE.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.

CLAUDE.md · 78 lines

How it starts

The opening of the file, as written. The whole thing — 78 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity AI Workflow

AI-first Unity 6.2+ game development workflow. This repo is pure infrastructure — skills, commands, docs, and templates. No Unity project inside. Copy it into your game workspace root and Claude Code reads it as its brain.

Workspace Layout

MyGame/                        ← Open THIS folder
├── CLAUDE.md                  ← This file (auto-loaded)
├── .claude/
│   ├── commands/              ← Slash commands (/uw-cmd-implement-feature, /uw-cmd-brainstorm, etc.)
│   ├── skills/                ← Reusable knowledge modules (13 skills)
│   └── settings.json          ← Hooks & permissions
├── docs/                      ← Living project docs (GDD, TDD, GFD, ProjectConfig, standards)
├── templates/                 ← Pristine starters (GDD, GFD, TDD, PRD, Sprint, Session)
└── MyGameUnity/               ← Unity project (Assets/, Packages/, ProjectSettings/)

Project Config

Read docs/ProjectConfig.yaml at the start of every session. It contains Unity version, packages, render pipeline, UI system, architecture pattern, and dev mode.

Dev Modes

Mode Behavior
guided (default) Collaborative. Explain decisions, confirm before major changes.
autonomous After onboarding Q&A, proceed with minimal interruption. Only pause for destructive actions. Enable Claude Code auto mode for best results.

Non-Negotiable Rules

These are things LLMs consistently get wrong in Unity. Always enforced.

  • [SerializeField] private only — never expose fields as public for the Inspector
  • Cache ALL component references in Awake() or Start()
  • Never GetComponent<T>(), FindObjectOfType<T>(), or GameObject.Find() in Update(), FixedUpdate(), or LateUpdate()
  • Use GameDebug wrapper (stripped from release) — never raw Debug.Log()
  • New Input System only — never legacy Input.GetKey* or Input.GetAxis*
  • Awaitable for async (Unity 6 native) — check ProjectConfig for overrides
  • All feature code must live inside an .asmdef
  • Always [CreateAssetMenu] on ScriptableObjects
  • Never create, modify, or delete .meta files
  • UI Toolkit recommended — check ProjectConfig.yaml → ui_system for override (UGUI/Mixed valid)
  • Visual Scripting forbidden for logic — Shader Graph & VFX Graph are fine
  • Never call Unity API from background threads
  • /// <summary> only on public API methods that warrant explanation — never on classes

Read the full file on GitHub · 78 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 · 78 lines · 841 tokens per session scan A 5cbed7397cdd

Subscribe to this mod's changes

unity-ai-workflow CLAUDE.md is an instructions file published in the GitHub repository devdavv/unity-ai-workflow (41 stars, last pushed 5mo ago), licensed MIT. It adds 841 tokens to every session, about $0.0042 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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