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 rules/common-ka/ai-agent-unity-rules/indexgit clone --depth 1 https://github.com/Common-ka/ai-agent-unity-rulesWhat 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 | $0.00392 | $0.00392 |
| Opus 5 | $0.00196 | $0.00196 |
| Sonnet 5 | $0.00078 | $0.00078 |
| Haiku 4.5 | $0.00039 | $0.00039 |
Grade A, and why
index 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 2d 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.
What it actually says
Unity 6.2 Project Rules
Project Overview
This project uses Unity 6.2 (LTS 2025) with modern systems and architectural approaches.
Tech Stack
- Unity Version: 6.2 LTS (2025)
- C# Version: 12.0
- Rendering Pipeline: URP (Universal Render Pipeline)
- Input System: New Input System (InputSystem package)
- UI Framework: UI Toolkit (not UGUI)
- Asset Management: Addressables
- Multiplayer: Netcode for GameObjects
- Testing: Unity Test Framework
Architectural Principles
1. Modularity
- Each system must be independent
- Use ScriptableObject Architecture for configuration
- Use dependency injection to wire up components
2. Performance
- Object pooling for frequently instantiated objects
- Addressables instead of Resources
- ECS/DOTS for performance-critical systems
- Burst Compiler where applicable
3. Maintainability
- Strict naming conventions
- XML documentation for public APIs
- Unit tests for business logic
- Prefabs for reusable objects
4. Code Style
- Follow the Unity C# Style Guide
- Use modern C# features (pattern matching, records, init-only properties)
- async/await instead of coroutines where possible
Supported Platforms
- Windows (Primary)
- macOS
- Linux
- iOS
- Android
- WebGL (limited support)
Important Rules
✅ ALWAYS:
- New Input System
- UI Toolkit
- Addressables
- [SerializeField] instead of public
- XML documentation
❌ NEVER:
- Legacy Input
- UGUI for new UI
- Resources.Load
- FindObjectOfType in Update
- Magic numbers
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.
- 2d ago First seen · 70 lines · 392 tokens per session scan A 5d997d3e22dd
index 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 392 tokens to every session, about $0.0020 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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