unity-mesh-fracture: Instructions file for GitHub Copilot

.github/copilot-instructions.md

unity-mesh-fracture copilot-instructions.md is an instructions file for GitHub Copilot from sinanata/unity-mesh-fracture. It costs 346 tokens per session, scanned A, original, MIT.

Repository instructions for a Unity mesh-fracture project, where 3D meshes are split into pieces when they break or explode. They describe the fracture API, loading-time preparation, materials, previews, and review checks.

In plain words
What is it for?
Use them when implementing or reviewing mesh breaking, preparing fragments during loading, retrieving them at impact time, configuring fragment materials, or running builds and previews.
Why use it?
They prevent incompatible Unity features and rendering choices, such as using the Burst compiler or the wrong shader, from breaking the project.

Instructions file for GitHub Copilot

Written for GitHub Copilot: a Copilot instructions file. Also seen: mentions AGENTS.md.

This is sinanata/unity-mesh-fracture's own configuration. It tells GitHub Copilot how to work on unity-mesh-fracture 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-mesh-fracture configures →

Reuse

Borrowing it

Nothing to install: this file belongs to sinanata/unity-mesh-fracture. 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-mesh-fracture/main/.github/copilot-instructions.md
Clone the repo
git clone --depth 1 https://github.com/sinanata/unity-mesh-fracture

Made for: GitHub Copilot.

Wrote this? Show the measurements

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README.md
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Per session 346 This file is loaded in full into every session.
When invoked 346 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

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 5.1 $0.00346 $0.00346
Opus 5.5 $0.00138 $0.00138
Sonnet 5.5 $0.00069 $0.00069
Haiku 4.5 $0.00035 $0.00035

Measured 2mo ago against content hash 2e84fd03da8f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-mesh-fracture copilot-instructions.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 2mo 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.

.github/copilot-instructions.md · 13 lines

What it actually says

GitHub Copilot instructions

This repository follows the cross-tool AGENTS.md standard. Read /AGENTS.md for the full guide: the MeshFracture API, the bake-at-load / look-up-at-impact pipeline, the material rules, build and preview commands, and the pull-request checklist.

The rules that matter most:

  • "Burst" here is the FractureBurst explosion component, not Unity's Burst compiler. The runtime is single-threaded managed C# over UnityEngine types. Never add [BurstCompile], IJob*, NativeArray<T>, or Unity.Mathematics / Unity.Collections / Unity.Jobs usings — none are dependencies.
  • Bake at load, look up at impact. MeshFragmenter.Fragment is a synchronous O(n²) CPU call; call FragmentCache.RequestPreBake on a loading screen, then FragmentCache.TryGet at the moment of impact.
  • Fragment materials must be transparent, per-burst instances, with ZWrite ON. Copy MaterialFactory.ConfigureFractureTransparent; don't reintroduce a custom .shader (it renders black on WebGL2).
  • Source meshes must be Read/Write-enabled, or Fragment reads empty vertex arrays.
  • Two submeshes per fragment: 0 = exterior, 1 = cap/interior — pass both materials to Initialize.
  • No using LeapOfLegends.*. Runtime code lives in the MeshFracture namespace; demo code under MeshFractureDemo.
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. 2mo ago First seen · 13 lines · 346 tokens per session scan A 2e84fd03da8f

Subscribe to this mod's changes

unity-mesh-fracture copilot-instructions.md is an instructions file published in the GitHub repository sinanata/unity-mesh-fracture (54 stars, last pushed 3mo ago), licensed MIT. It adds 346 tokens to every session, about $0.0014 per session on Opus 5.5. 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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