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.
git clone --depth 1 https://github.com/AcKeskin/contextureWrote 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/rules/ackeskin/contexture/unity)<a href="https://agentmods.dev/rules/ackeskin/contexture/unity"><img src="https://agentmods.dev/badge/rules/ackeskin/contexture/unity/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/rules/ackeskin/contexture/unity"><img src="https://agentmods.dev/badge/rules/ackeskin/contexture/unity.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00000 | $0.02328 |
| Opus 5.5 | $0.00000 | $0.00931 |
| Sonnet 5.5 | $0.00000 | $0.00466 |
| Haiku 4.5 | $0.00000 | $0.00233 |
Grade A, and why
unity 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 today.
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 — 149 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Generated from
architectural-rules/unity/— do not hand-edit.
Unity component-based design
- Component-based design only. Each MonoBehaviour owns one responsibility.
- No god components orchestrating unrelated systems. Split by concern and compose at the GameObject level.
- Prefer composition of small components over inheritance trees of MonoBehaviours.
Why: Unity's GameObject/component composition model fights inheritance. Working with the grain keeps prefabs reusable and testable.
Unity input via Input Actions on , not EnhancedTouch polling
For pointer/touch input in Unity (Input System 1.x+), the default approach is InputActionAsset with bindings on the abstract <Pointer> device:
Press— Button action bound to<Pointer>/pressPosition— Value/Vector2 action bound to<Pointer>/position
<Pointer> is the abstract base class for Mouse, Pen, and Touchscreen. One binding handles desktop editor (mouse), tablet (pen), and device (touch) without TouchSimulation.
Why:
- Unified surface. One binding covers mouse, pen, and touch. No editor-vs-device branches in input code.
- Survives synthetic-event testing. Input Actions consume Unity's input event stream, so
InputSystem.QueueStateEventworks in play-mode tests.EnhancedTouch.Touch.activeTouchespolling does not respond to queued state events. - Avoids the TouchSimulation gotcha.
TouchSimulation.Enable()creates the singleton but leaves its MonoBehaviour disabled in Input System 1.19 — no Touchscreen device registers, polling reads empty. Input Actions sidestep this entirely. - Documented modern path. Rebinding, control schemes, the PlayerInput component, and multi-device flows all build on Input Actions. EnhancedTouch polling is a dead end for any of those.
How to apply:
- Create an
InputActionAsset(*.inputactions) with at least a Gameplay map containingPress(Button →<Pointer>/press) andPosition(Value/Vector2 →<Pointer>/position). - Components that need input take
[SerializeField] InputActionAsset _actionsand look up the map + actions inAwake. - Subscribe in
OnEnable(action.performed += handler), unsubscribe inOnDisable. Callmap.Enable()/map.Disable()to gate. - Read companion values inside the callback via
otherAction.ReadValue<T>()rather than caching them inUpdate.
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.
- today First seen · 149 lines · 2,328 tokens per session scan A 1a3db3e4fcf1
unity is a cursor rule published in the GitHub repository AcKeskin/contexture (2 stars, last pushed yesterday), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,328 tokens. 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 2026-10-27.
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