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.
npx agentmods add instructions/krogh-jacobsen/unity-code-style-guide/agents-mdgit clone --depth 1 https://github.com/krogh-jacobsen/unity-code-style-guideWhat 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 | $0.04528 | $0.04528 |
| Opus 5 | $0.02264 | $0.02264 |
| Sonnet 5 | $0.00906 | $0.00906 |
| Haiku 4.5 | $0.00453 | $0.00453 |
Grade A, and why
unity-code-style-guide AGENTS.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 2d 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 — 358 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AGENTS.md — Unity 6 C#
Coding conventions for this Unity project. Copy this file into your own repo and edit the Project Setup block below — everything else is ready to use as-is.
Rules marked [opinion] are stylistic preferences, not industry consensus. Change them freely as
long as you change them everywhere. Everything unmarked is standard Unity or C# practice and should
survive contact with any team.
Project Setup — EDIT THIS BLOCK
Unity version: 6.3 (6000.3.x)
C# version: 9.0
Render pipeline: URP
Input: Input System package (NOT the legacy Input Manager)
UI: UI Toolkit (NOT uGUI / Canvas)
Async: Awaitable (NOT coroutines, unless per-frame iteration is needed)
Pooling: UnityEngine.Pool.ObjectPool<T>
Never generate code for a system listed as "NOT". If the project uses something different, change the block above first.
Never do these — they corrupt the project
Style mistakes produce ugly code. These produce a broken Unity project, and the damage is often silent until someone opens the Editor.
- ❌ Never create or hand-edit a
.metafile. Unity owns the GUID inside it. A wrong or duplicated GUID breaks every reference to that asset, across every scene and prefab. - ❌ Never edit
.asset,.prefab,.unity,.controller,.mat, or.animYAML directly. They carryfileID+ GUID pairs that must stay internally consistent. Use the Editor, or an Editor script that goes throughAssetDatabase/SerializedObject. - ❌ Never move, rename, or delete an asset with filesystem commands (
mv,rm,git mv). The.metamust travel with it. Use the Project window orAssetDatabase.MoveAsset. - ❌ Never rename a serialized field without
[FormerlySerializedAs("oldName")]. Serialization is keyed on the field name — the Inspector value is silently lost on every asset and scene using it. - ❌ Never reorder or renumber the members of a serialized enum. They persist as integers, so existing assets silently remap to different values. Append new members at the end.
- ⚠️ Don't edit
ProjectSettings/*.assetorPackages/manifest.jsonwhile the Editor is open — it may overwrite your change when it regains focus. - ⚠️
Library/,Temp/,obj/,Logs/andUserSettings/are generated. Never edit them, never commit them.
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.
- 2d ago First seen · 358 lines · 4,528 tokens per session scan A a7926f6dd7df
unity-code-style-guide AGENTS.md is an instructions file published in the GitHub repository krogh-jacobsen/unity-code-style-guide (20 stars, last pushed 4d ago), licensed MIT. It adds 4,528 tokens to every session, about $0.0226 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.
Other instructions, from other repositories
maui performance-hotpaths.instructions.md
Instructions for dotnet/maui, covering performance-critical path rules, hot paths in maui, allocation avoidance, caching and invalidation and collection iteration.
GameDesignOS AGENTS.md
Instructions for DY-2026/GameDesignOS, covering gamedesignos agent 入口, 默认接法, agent 执行规则, 什么时候用整个项目 and 每个 skill 单独怎么用.
claudemon CLAUDE.md
Instructions for zamarrowski/claudemon, covering ai agent guidelines, project shape, general guidelines, general rules and guards & defensive code.
Unity-TheWorldBeyond copilot-instructions.md
Instructions for oculus-samples/Unity-TheWorldBeyond: This is a Meta Quest / Horizon OS sample.
unreal-mcp-additional-tools CLAUDE.md
Claude Code instructions for nodormu/unreal-mcp-additional-tools, covering claude.md, what this is, commands, architecture and transports (src/transports/).
unity-ai-project-brain AGENTS.md
AGENTS.md instructions for orange91pku/unity-ai-project-brain, covering ai agent guide, mission, safe boundary, authoritative sources and entry points.