unity-cross-platform-local-build-orchestrator: Instructions file for Codex

AGENTS.md

unity-cross-platform-local-build-orchestrator AGENTS.md is an instructions file for Codex, OpenCode from sinanata/unity-cross-platform-local-build-orchestrator. It costs 2,557 tokens per session, scanned A, original, MIT.

A local toolkit for building and shipping Unity games across Windows, Android, iOS, macOS, and WebGL. It combines PowerShell, shell, Python, and Unity Editor scripts rather than running inside the game.

In plain words
What is it for?
It helps maintainers build and publish Unity games to Steam, Google Play, TestFlight, macOS Steam, and GitHub Pages. It is also intended for Unity demos that need a WebGL build served from GitHub Pages.
Why use it?
It coordinates platform-specific builds and releases from one workflow, including a Windows PC working with a Mac over SSH. This reduces the manual work of versioning, building, uploading, committing, and publishing each platform.

Instructions file for CodexOpenCode

Written for Codex and OpenCode: the file is AGENTS.md. Also seen: mentions Claude Code; mentions AGENTS.md; mentions Codex.

This is sinanata/unity-cross-platform-local-build-orchestrator's own configuration. It tells Codex and OpenCode how to work on unity-cross-platform-local-build-orchestrator itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything unity-cross-platform-local-build-orchestrator configures →

Reuse

Borrowing it

Nothing to install: this file belongs to sinanata/unity-cross-platform-local-build-orchestrator. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/sinanata/unity-cross-platform-local-build-orchestrator/main/AGENTS.md
Clone the repo
git clone --depth 1 https://github.com/sinanata/unity-cross-platform-local-build-orchestrator

Made for: Codex, OpenCode.

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When invoked 2,557 The same file — it is already loaded in full.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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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 5.1 $0.02557 $0.02557
Opus 5 $0.01278 $0.01278
Sonnet 5 $0.00511 $0.00511
Haiku 4.5 $0.00256 $0.00256

Measured 8d ago against content hash aaa8972a11d3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

unity-cross-platform-local-build-orchestrator 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 8d 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.

AGENTS.md · 89 lines

How it starts

The opening of the file, as written. The whole thing — 89 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 running it from a Unity project that consumes it. Humans: this is a fast, accurate map. Deeper docs are linked at the bottom.

What this project is

A local (no-CI) cross-platform build-and-ship orchestrator for Unity games. One PowerShell command on a Windows PC bumps the version, builds Windows + Android, uploads to Steam + Google Play, commits and pushes, then drives a Mac on the same LAN over SSH to build and ship iOS (TestFlight) and macOS (Steam). It also has a WebGL-only submodule mode that OSS Unity demos vendor at Tools/.orchestrator to build → serve → force-push to GitHub Pages. It is not a UPM package and not a Unity runtime library: it is PowerShell 5.1 + macOS bash + Python scripts plus one Unity Editor C# CLI (Assets/Editor/BuildCli.cs, namespace BuildOrchestrator.Cli). License: MIT. It builds and ships Leap of Legends every week.

Golden rules (do not violate)

  1. The platform split is hard. *.ps1 (Build-All, Build-WebGL, Deploy-GhPages, Tools/Steam/deploy.ps1) run on Windows PowerShell 5.1 only — not PowerShell 7, not bash. build_mac.sh and Tools/Steam/deploy_mac.sh run on macOS bash only. The Windows orchestrator drives the Mac over ssh -t; the Mac half never runs on Windows. Do not "port" a .ps1 to pwsh-isms or a .sh to Windows.
  2. PowerShell 5.1 string discipline is load-bearing. Never put a non-ASCII character — especially an em-dash (—) — inside a double-quoted PowerShell string literal. PS 5.1 reads .ps1 as CP-1252, and the 3-byte UTF-8 em-dash derails quote matching into a misleading Missing '}' parse error. Keep .ps1 string literals ASCII (em-dashes in # comments are harmless). Use "${Var}:", never "$Var:" (the latter parses as a scoped-variable reference).
  3. Secrets never live in the repo. All credentials go in the gitignored Tools/Build/config.local.json (each machine keeps its own copy), and the Play service-account JSON and Apple .p8 live outside the repo entirely. Windows-only fields (Steam, Play) can be blank on the Mac and vice-versa (mac.keychainPassword and all testFlight.* are Mac-only). Never echo -cliKeystorePass, -cliKeyaliasPass, or keychainPassword — the orchestrator masks them; keep it that way.
  4. The defensive scar tissue is not boilerplate — it is documented production fixes. Do not "tidy away" $null = $proc.Handle (PS 5.1 drops the process handle → null ExitCode), the always-on Temp/UnityLockfile scrub, the Clean-Dir <8-char / bare-drive-root guard, the Burst-AOT cache-corruption auto-retry, the git fetch && git reset --hard @{u} && git clean -fd Mac-slave reset, the Mask-Sensitive redaction, or the JSON-report exit-code fallback. Each is in the CHANGELOG's "Known tool quirks worked around". Read docs/TROUBLESHOOTING.md before changing one.
  5. Config is config.local.json, copied from config.example.json, and gitignored. Both machines need their own copy. Read the _comment fields in config.example.json before adding keys.
  6. The WebGL -UnityMethod points at the CONSUMER's BuildCli.cs, not this repo's — e.g. SpriteBakerDemo.BuildTools.BuildCli.BuildWebGL. This repo's BuildCli.cs implements only Windows / MacOS / iOS / Android / BumpVersion / PrintVersion; there is no BuildWebGL here.

Read the full file on GitHub · 89 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. 8d ago First seen · 89 lines · 2,557 tokens per session scan A aaa8972a11d3

Subscribe to this mod's changes

unity-cross-platform-local-build-orchestrator AGENTS.md is an instructions file published in the GitHub repository sinanata/unity-cross-platform-local-build-orchestrator (47 stars, last pushed 1mo ago), licensed MIT. It adds 2,557 tokens to every session, about $0.0128 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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