Borrowing it
Nothing to install: this file belongs to IvanMurzak/Unity-AI-Cinemachine. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/IvanMurzak/Unity-AI-Cinemachine/main/CLAUDE.mdgit clone --depth 1 https://github.com/IvanMurzak/Unity-AI-CinemachineWrote 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/instructions/ivanmurzak/unity-ai-cinemachine/claude-md)<a href="https://agentmods.dev/instructions/ivanmurzak/unity-ai-cinemachine/claude-md"><img src="https://agentmods.dev/badge/instructions/ivanmurzak/unity-ai-cinemachine/claude-md.svg" alt="Measured on agentmods" 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 | $0.00917 | $0.00917 |
| Opus 5 | $0.00458 | $0.00458 |
| Sonnet 5 | $0.00183 | $0.00183 |
| Haiku 4.5 | $0.00092 | $0.00092 |
Grade A, and why
Unity-AI-Cinemachine 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 7d 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 — 31 lines — stays where its author put it; the contents beside it link to each section on GitHub.
CLAUDE.md
What this is
Unity package com.ivanmurzak.unity.mcp.cinemachine — wraps Cinemachine 3.1.6
(com.unity.cinemachine) and exposes 14 cinemachine-* MCP tools so AI assistants can
create cameras, set follow/look-at targets, configure pipeline components (body / aim /
noise / lens), manage blends, and modify arbitrary Cinemachine component fields. Built on
top of Unity-MCP (com.ivanmurzak.unity.mcp).
Build / run
- Package source:
Unity-Package/Packages/com.ivanmurzak.unity.mcp.cinemachine/(only this folder ships; Editor tools underEditor/Scripts/Tools/). - Version source of truth:
Unity-Package/Packages/com.ivanmurzak.unity.mcp.cinemachine/package.json. Bump with.\commands\bump-version.ps1 -NewVersion "x.y.z"(-WhatIfto preview). - Update Unity-MCP dependency:
.\commands\update-ai-game-developer.ps1(-WhatIfto preview). - Multi-version test rigs:
Unity-Tests/{2022.3.62f3,2023.2.22f1,6000.3.1f1}. Tests run inside the Unity Editor (NUnit +[UnityTest]); CI usesgame-ci/unity-test-runner@v4. Releases trigger on push tomainwhen the version tag is new.
Critical invariants
- Main thread only. Every Unity API call inside a tool method MUST be wrapped in
MainThread.Instance.Run(() => { ... })— MCP calls arrive off the main thread. ReflectorNet calls (reflector.Serialize,TryModify) touch Unity objects and must not run off the main thread. - Tool attributes. The tool host is one
partial class Tool_Cinemachinedecorated[AiToolType], split one-op-per-file (Cinemachine.CameraCreate.cs,Cinemachine.SetBody.cs,Cinemachine.Modify.cs, …). Each tool method is decorated[AiTool(<id>, Title=…, …Hint=…)]plus[AiSkillDescription]/[AiSkillBody](LLM-facing skill copy) and a[Description](parameter/return docs). Tool IDs are declared aspublic const string …ToolId = "cinemachine-…". - EntityId split. Unity 6.5+ returns
UnityEngine.EntityIdfromGameObject.GetEntityId(); pre-6.5 returnsintfromGetInstanceID(). Files needing both ship as a*.cs(#if UNITY_6000_5_OR_NEWER) +*.pre-Unity.6.5.cs(#if !UNITY_6000_5_OR_NEWER) pair — e.g.Cinemachine.CameraCreate.cs/Cinemachine.CameraCreate.pre-Unity.6.5.cs. Keep both variants in sync when editing. - Generic modify via ReflectorNet.
cinemachine-modifyapplies aSerializedMemberdiff throughreflector.TryModify(ref boxed, data, …)(mirrors the basegameobject-component-modifytool). ReflectorNet resolves thefieldschannel asFieldInfoand thepropschannel asPropertyInfowith no cross-fallback — a public field (e.g.CinemachineFollow.FollowOffset) MUST go infields; a property (e.g.transform.position) MUST go inprops. Putting a field underpropsfails withProperty '…' not found or not writable.
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.
- 7d ago First seen · 31 lines · 917 tokens per session scan A d8cd5769d1c0
Unity-AI-Cinemachine CLAUDE.md is an instructions file published in the GitHub repository IvanMurzak/Unity-AI-Cinemachine (11 stars, last pushed 16d ago), licensed MIT. It adds 917 tokens to every session, about $0.0046 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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