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/nurture-tech/unity-mcp-server/unitygit clone --depth 1 https://github.com/nurture-tech/unity-mcp-serverWhat 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 | $0.00224 | $0.00224 |
| Opus 5 | $0.00112 | $0.00112 |
| Sonnet 5 | $0.00045 | $0.00045 |
| Haiku 4.5 | $0.00022 | $0.00022 |
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 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
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When editing an existing scene or prefab, open it first.
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After creating a new scene, open it.
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After creating or changing objects in a scene or prefab, focus on the objects that were created or changed.
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After making a change to a scene or prefab that you want to keep, save it.
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After editing a prefab, exit isolation mode before continuing to work on the scene.
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Don't use generic file tools (edit_file, apply, copy, move, etc) when working with anything in the
Assetsfolder. -
Call the appropriate
Undoclass methods when running Unity Editor scripts to allow undoing any modifications. -
Take a screenshot after every change you make to a loaded Unity scene or prefab that affects visuals.
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Use
PhysicsMasterialinstead ofPhysicMaterial. -
When creating a prefab, use
PrefabUtility.SaveAsPrefabAssetAndConnectinstead ofPrefabUtility.SaveAsPrefabso that the gameobject in the current scene/prefab is connected to the new prefab.
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 · 24 lines · 224 tokens per session scan A ff67642a2985
unity is a cursor rule published in the GitHub repository nurture-tech/unity-mcp-server (33 stars, last pushed 4mo ago), licensed MIT. It adds 224 tokens to every session, about $0.0011 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.
Other cursor rules, from other repositories
hera-agent-unity
Use hera-agent-unity CLI for any Unity Editor task — measure, do not guess, save tokens.
unity-ui
Assets/ ├── UI/ │ ├── Runtime/ │ │ ├── Controllers/ │ │ │ └── MainMenuController.cs │ │ ├── Views/ │ │ │ └── MainMenuView.cs │ │ ├── ViewModels/ │ │ │ └── HealthViewModel.cs │ │ ├── UXML/ │ │ │ └── MainMenu.uxml │ │ └── USS/ │ │ └── MainMenu.uss │ └── Editor/ │ └── UIBuilderExtensions.cs.
code-organization
Assets/ ├── !Project/ # Main project content (! keeps it at top) │ ├── Art/ │ │ ├── Materials/ │ │ ├── Models/ │ │ ├── Textures/ │ │ └── Animations/ │ ├── Audio/ │ │ ├── Music/ │ │ ├── SFX/ │ │ └── Mixers/ │ ├── Prefabs/ │ │ ├── Characters/ │ │ ├── Environment/ │ │ ├── UI/ │ │ └── Effects/ │ ├── Scenes/ │ │ ├──…
unity-core
// ✅ DO: PascalCase public class PlayerController : MonoBehaviour { }.
unity-performance
Cursor rule "unity-performance" from Common-ka/ai-agent-unity-rules, covering unity performance rules, update/fixedupdate/lateupdate, usage rules, object pooling (unityengine.pool) and addressables (not resources).
unity-ecs
DOTS, ECS, Job System, Burst, ISystem, IJobEntity.