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/sinanata/unity-3d-to-sprite-baker/agents-mdgit clone --depth 1 https://github.com/sinanata/unity-3d-to-sprite-bakerWrote 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/sinanata/unity-3d-to-sprite-baker/agents-md)<a href="https://agentmods.dev/instructions/sinanata/unity-3d-to-sprite-baker/agents-md"><img src="https://agentmods.dev/badge/instructions/sinanata/unity-3d-to-sprite-baker/agents-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 | $0.02789 | $0.02789 |
| Opus 5 | $0.01394 | $0.01394 |
| Sonnet 5 | $0.00558 | $0.00558 |
| Haiku 4.5 | $0.00279 | $0.00279 |
Grade A, and why
unity-3d-to-sprite-baker 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 6d 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 — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AGENTS.md
Guidance for AI coding agents (Codex, Cursor, GitHub Copilot, Claude Code, Windsurf, Aider, Zed, and others) working in this repository or wiring this tool into another project. Humans: this is a fast, accurate map. Deeper docs are linked at the bottom.
What this project is
A drop-in runtime sprite-atlas baker for Unity 6 + URP. It takes any 3D animated character prefab and, at game start, captures every requested clip × frame into a single packed Texture2D atlas via an offscreen orthographic camera + async GPU readback — then plays the atlas back as a flat textured quad that shares one material across every instance. The runtime is six C# files under Assets/SpriteBaker/Runtime/. Namespace: SpriteBaker. License: MIT. Battle-tested in Leap of Legends, whose lowest mobile quality preset bakes every character to a sprite at start (a 60-bone skinned mesh → one flat quad).
Golden rules (do not violate)
- Baking is a runtime, async, coroutine-driven process — not editor-only and not synchronous.
SpriteAtlasBaker.Instance.Enqueue(request)captures one frame per Unity frame; the atlas is NOT ready the same frame you enqueue. Read results withSpriteAtlasCache.TryGet(key, out var atlas); pollSpriteAtlasCache.IsReady(key)/SpriteAtlasBaker.Instance.IsPending(key), or just callAnimatedSpriteRenderer.Bind(key)early — it hides its mesh and re-checks everyUpdateuntil the bake lands. To re-bake,SpriteAtlasCache.Evict(key)first (a duplicateEnqueueon a ready/pending key is silently dropped). - The playback material is URP/Unlit driven from
Resources/SpriteBakerAtlasUnlitTemplate.mat, NOT theAtlasCutout.shader. The customSpriteBaker/AtlasCutoutshader ships as a fallback, but the runtime doesnew Material(template)because a custom URP shader compiled vianew Material(shader)renders solid black on WebGL2, and the_ALPHATEST_ONvariant is stripped from the build unless a serialized.matcarries the keyword. Do not "simplify" this tonew Material(Shader.Find("SpriteBaker/AtlasCutout"))— that reintroduces the WebGL black-quad bug. Copy the wholeAssets/SpriteBaker/folder (includingEditor/and the.mat), not justRuntime/. - Render via URP's
SingleCameraRequest, notCamera.Render().Camera.Render()happens to work on D3D11 in the editor but is a no-op on WebGL2 URP, producing an empty/black atlas. The baker usesRenderPipeline.SubmitRenderRequest(cam, new UniversalRenderPipeline.SingleCameraRequest { destination = rt }). - Every bake needs a capture-stage light rig. The prefab is instantiated at ~(2000, 2000, 0), far from any scene light; a URP/Lit character there renders solid black without the key + fill + ambient rig the baker spawns (each light needs
UniversalAdditionalLightData, or WebGL's URP silently drops it). UseCaptureLighting.Default, or setDisableDefaultRigand stage your own inPreCaptureCallback. CaptureRotationcomposes onto the prefab's authored rotation (it is not a replacement).Quaternion.identitymeans "natural orientation." Kenney AC2 rigs needQuaternion.Euler(0, 180, 0); Mixamo uses identity. For rigs whose animation curves bind relative to a child transform, setSampleAnimationTargetPath(e.g."Root"for Kenney AC2,"Armature"/"Hips"for Mixamo) or the loose-clip bake captures bind pose.- The per-frame
yield return nullin the bake loop is load-bearing. It lets Unity's skinning (LateUpdate) re-pose the mesh between captures; remove it and every captured frame shows the identical pose — a silent bug (the atlas "looks almost right"). Do not "optimize" it away. - No
using LeapOfLegends.*or other product-specific imports. New runtime code lives in theSpriteBakernamespace only; demo-only code lives underSpriteBaker.Demo.
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.
- 6d ago First seen · 124 lines · 2,789 tokens per session scan A 5d4e501f41a7
unity-3d-to-sprite-baker AGENTS.md is an instructions file published in the GitHub repository sinanata/unity-3d-to-sprite-baker (43 stars, last pushed 1mo ago), licensed MIT. It adds 2,789 tokens to every session, about $0.0139 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
unity-code-style-guide AGENTS.md
Instructions for krogh-jacobsen/unity-code-style-guide, covering agents.md — unity 6 c, project setup — edit this block, never do these — they corrupt the project, deprecated in unity 6 and if you read nothing else.
nes-php-glfw copilot-instructions.md
Instructions for oliverearl/nes-php-glfw, covering github copilot development guidelines for nes emulator, agent document source of truth, project overview, code style & standards and documentation.
game-and-watch-retro-go-sd CLAUDE.md
Claude Code instructions for sylverb/game-and-watch-retro-go-sd, covering claude.md, what this project is, build / flash workflow, architecture and three storage tiers, one elf.
base-building-trap-defense-design-agent-skill CLAUDE.md
Instructions for dungnotnull/base-building-trap-defense-design-agent-skill, covering claude.md — skill 250: base-building-trap-defense-design, skill identity, problem this skill solves, harness flow summary and sub-skills.
trident-mcp AGENTS.md
Instructions for mordor-forge/trident-mcp, covering agents.md, what this is, build and test, single-file verification and e2e tests.
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/).