code-organization

A set of Unity project rules for arranging art, audio, scenes, prefabs, scripts, configuration assets, and tests into named folders.

In plain words
What is it for?
Use it when adding or moving Unity project files, especially C# scripts, scenes, prefabs, audio, art, ScriptableObjects, and tests. It also outlines separate folders for core code, gameplay, UI, utilities, ECS/DOTS, and hybrid code.
Why use it?
It makes files easier to find and keeps runtime code, editor tools, gameplay systems, reusable objects, and tests separated as the project grows.

Cursor rule for Cursor

Install

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.

agentmods
npx agentmods add rules/common-ka/ai-agent-unity-rules/code-organization
Clone the repo
git clone --depth 1 https://github.com/Common-ka/ai-agent-unity-rules

Made for: Cursor.

Per session 1,948 This file is loaded in full into every session.
When invoked 1,948 The same file — it is already loaded in full.
Security scan A 0 findings. Scan, not verified.
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 $0.01948 $0.01948
Opus 5 $0.00974 $0.00974
Sonnet 5 $0.00390 $0.00390
Haiku 4.5 $0.00195 $0.00195

Measured yesterday against content hash d12b7b8e4e32, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

code-organization 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 yesterday.

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.

.cursor/rules/code-organization.mdc · 282 lines

How it starts

The opening of the file, as written. The whole thing — 282 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Code Organization

Project Folder Structure

Assets/
├── !_Project/                   # Main project content (! keeps it at top)
│   ├── Art/
│   │   ├── Materials/
│   │   ├── Models/
│   │   ├── Textures/
│   │   └── Animations/
│   ├── Audio/
│   │   ├── Music/
│   │   ├── SFX/
│   │   └── Mixers/
│   ├── Prefabs/
│   │   ├── Characters/
│   │   ├── Environment/
│   │   ├── UI/
│   │   └── Effects/
│   ├── Scenes/
│   │   ├── Levels/
│   │   ├── Menus/
│   │   └── Test/
│   ├── Scripts/
│   │   ├── Runtime/           # Runtime code
│   │   │   ├── Core/          # Base systems
│   │   │   ├── Gameplay/      # Game logic
│   │   │   ├── UI/            # UI controllers
│   │   │   ├── Utilities/     # Helper classes
│   │   │   ├── DOTS/          # ECS implementation
│   │   │   │   ├── Components/    # IComponentData
│   │   │   │   ├── Systems/       # SystemBase/ISystem
│   │   │   │   └── Aspects/       # Aspects
│   │   │   └── Hybrid/        # Mixed MonoBehaviour + DOTS
│   │   ├── Editor/            # Editor scripts
│   │   └── Tests/             # Test assembly scripts
│   ├── ScriptableObjects/
│   │   ├── GameConfig/        # Game settings
│   │   ├── EventChannels/     # SO-based events
│   │   ├── Variables/         # Runtime shared data
│   │   ├── Sets/              # SO Sets for collections
│   │   └── Stats/             # Character/weapon data
│   └── Settings/              # Project settings
├── Packages/                  # Custom packages
│   └── com.yourcompany.core/  # Reusable modules
│       ├── Runtime/
│       ├── Editor/
│       ├── Tests/
│       └── Documentation~/
├── AddressableAssets/         # Addressables content
│   ├── Groups/                # Addressable Groups configs
│   ├── Settings/              # Addressable Settings
│   └── Content/               # Organized by strategy
│       ├── PerLevel/          # Concurrent usage strategy
│       ├── Characters/        # Logical entity strategy
│       └── Shared/            # Shared resources
├── Plugins/                   # Third-party plugins
├── Tests/                     # Test assemblies
│   ├── EditMode/
│   │   ├── Unit/              # Unit tests
│   │   └── Integration/       # Integration tests
│   ├── PlayMode/
│   │   ├── Functional/        # Functional tests
│   │   └── Performance/       # Profiling tests
│   └── TestUtilities/         # Common mocks and helpers
└── TextMesh Pro/              # TMP resources

Read the full file on GitHub · 282 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. yesterday First seen · 282 lines · 1,948 tokens per session scan A d12b7b8e4e32

Subscribe to this mod's changes

code-organization is a cursor rule published in the GitHub repository Common-ka/ai-agent-unity-rules (39 stars, last pushed 8mo ago), licensed MIT. It adds 1,948 tokens to every session, about $0.0097 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.