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/unity-networkinggit 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 | $0.00005 | $0.00488 |
| Opus 5 | $0.00003 | $0.00244 |
| Sonnet 5 | $0.00001 | $0.00098 |
| Haiku 4.5 | $0.00001 | $0.00049 |
Grade A, and why
unity-networking 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.
What it actually says
Netcode for GameObjects
NetworkBehaviour
using System;
using Unity.Netcode;
using UnityEngine;
public class NetworkPlayer : NetworkBehaviour
{
// Modern Standard: Use _camelCase for private fields, remove "m_" prefix
// Security: NetworkVariable should usually be read-only for others
private readonly NetworkVariable<int> _health = new NetworkVariable<int>(
100,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
// Reactivity: Event to update UI/Animations when health changes
public event Action<int> OnHealthChanged;
public override void OnNetworkSpawn()
{
// Subscribe to changes to update UI automatically
_health.OnValueChanged += HandleHealthChanged;
// Initialize state immediately on spawn
HandleHealthChanged(0, _health.Value);
if (IsOwner)
{
// Owner only logic (e.g., Input handling)
}
if (IsServer)
{
// Server only logic
}
}
public override void OnNetworkDespawn()
{
_health.OnValueChanged -= HandleHealthChanged;
}
private void HandleHealthChanged(int previousValue, int newValue)
{
// Update UI or play local sounds here
OnHealthChanged?.Invoke(newValue);
}
// FIX: Removed insecure [ServerRpc] that allowed clients to dictate damage.
// Replaced with a Server-side method. This should be called by the server
// when a projectile hits or an explosion occurs.
public void TakeDamage(int damage)
{
// Security check: Only the server can modify state
if (!IsServer) return;
// Validation: Prevent negative damage or logic errors
if (damage < 0) return;
// State safety: Clamp values to prevent underflow
int newHealth = _health.Value - damage;
_health.Value = Mathf.Clamp(newHealth, 0, 100);
if (_health.Value == 0)
{
// Handle death
}
}
[ClientRpc]
public void PlayEffectClientRpc()
{
// Play visual/audio effect on all clients
}
}
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.
- yesterday First seen · 85 lines · 5 tokens per session scan A b5e9c1c94945
unity-networking 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 5 tokens to every session and 488 once invoked, about $0.0000 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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