unity-agent-workflows

A set of rules for AI-assisted Unity development, where Unity is a tool for building games and interactive 3D applications. It requires the agent to inspect the real project structure and prove that changes work visibly at runtime.

In plain words
What is it for?
Use it when changing Unity scenes, user interfaces, visual assets, C# scripts, prefabs, assembly definition files, or runtime behavior in a Unity project.
Why use it?
It reduces mistakes caused by guessing which files, scenes, scripts, or components control a feature. It also adds checks for code organization, visual output, state changes, and repeated failures.

Skill for Claude CodeCodex

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 skills/hashgraph-online/awesome-codex-plugins/unity-agent-workflows
Any agent
npx skills add hashgraph-online/awesome-codex-plugins --skill unity-agent-workflows
Clone the repo
git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins

Made for: Claude Code, Codex.

Per session 146 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,017 The whole file, excluding the scripts and references it only reads on demand.
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 $0.00146 $0.04017
Opus 5 $0.00073 $0.02008
Sonnet 5 $0.00029 $0.00803
Haiku 4.5 $0.00015 $0.00402

Measured yesterday against content hash eb15bd056553, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-agent-workflows 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.

plugins/AUN-PN/unity-agent-workflows/SKILL.md · 242 lines

How it starts

The opening of the file, as written. The whole thing — 242 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Agent Workflows

AI contract for Unity work. Keep answers compact, but never remove exact paths, object/class names, commands, errors, validation, rollback notes, or proof requirements.

Core Loop

  1. No proof, no edit.
  2. Treat this injected SKILL.md as authoritative; do not search for its own path unless missing or asked for diagnostics.
  3. Read live project instructions narrowly: AGENTS.md if present, git status --short, and existing UNITY_STRUCTURE.md plus only the focused map that matches the task when available. Read README.md, architecture docs, .agents/*, or repo-local agent files only when the task cites them, needs architecture/new-file/asmdef/routing decisions, or maps are missing/stale.
  4. Run git status --short; preserve unrelated dirty files.
  5. If user says only $unity-agent-workflows. Teach, run Teach.
  6. Derive only relevant live structure before architecture claims: folders, namespaces, .asmdef, scenes/prefabs, bootstraps, graphs, docs, UNITY_STRUCTURE*.
  7. Classify task with Task Gate, then load required references before edits.
  8. Inspect real owner files; never start from memory, nearest-name guessing, semantic similarity, or screenshot proximity alone.
  9. Fill useful Routing Card fields for structure, visible output, state flow, multi-agent, or hub changes.
  10. Patch the smallest proven owner/artifact.
  11. Validate, sync mirrors if package skill files changed, then close out with proof.

Task Gate

Trigger Required action
Runtime/visible bug Prove owner chain before editing.
Runtime-visible output, target alignment, focus/highlight/marker/HUD, overlay, input blocker, modal dimming, duplicate names, hardcoded layout, "do not guess" Runtime Visible Output Hard Stop.
Screenshot or visible UI text fix Screenshot Text Owner Gate; search exact visible text/localization key and prove creator plus refresh writer before editing.
Visual/model/sprite/asset integration where feature name, source asset, factory, or visible surface may disagree Visible Object Identity Lock, Multi-Surface Visible Behavior Lock, and Single-Agent Anti-Anchoring Guard before editing.
Same visible behavior requested across multiple scenes/surfaces, or words like "also", "after transition", "menu and gameplay", "preview and runtime", "scene A and scene B" Multi-Surface Visible Behavior Lock; prove each surface owner, active caller, asset/factory dependency, and fallback behavior before editing any surface.
Shared factory/helper/style/global method candidate for a scoped visible surface Shared Caller Blast Radius Gate: prove allowed runtime caller(s), all other callers, and whether the patch is surface-local before editing.
Overlay/dim source-bound mistakes Prove source target bounds; overlay/dim/mask/blocker rects are destination output unless explicit marker proof exists.
Repeated visible-output mismatch after patch Runtime numeric proof before another coordinate/layout/fallback patch.
Multi-agent visible-output or state work Sub-agent decision and permission gate first; main-agent scope lock before workers patch; checker must review.
New/moved files, expanded C# responsibility, asmdef/module routing, hub deflation Project-derived routing, no fixed structure, hub stop gate.
UI, screenshot, HUD, menu, safe area, TMP, spotlight, item-based UI assembly, picked UI parts, UI slices, extracted UI parts, textless UI sprites, design manifests UI workflow plus runtime-owner proof, extracted item assembly proof, and validation.
Visual source asset Source asset/generator gate before Unity integration code.
Content, progression, economy, levels, objectives, gameplay tuning Data-first content workflow.
Tutorial, onboarding, objective, unlock, selection, action, navigation, state transition, guided selection/action flows State-step guards.
Compile/runtime doubt, stale Bee/Roslyn response files, Play Mode proof Validation workflow.
Cleanup/deletion/generated files/git hygiene Cleanup proof.
Rule/session mining/workflow update Patch only the owning artifact.

Read the full file on GitHub · 242 lines

Files

What ships with it

31 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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 · 242 lines · 146 tokens per session scan A eb15bd056553

Subscribe to this mod's changes

unity-agent-workflows is a skill published in the GitHub repository hashgraph-online/awesome-codex-plugins (859 stars, last pushed 3d ago), licensed Apache-2.0. It adds 146 tokens to every session and 4,017 once invoked, about $0.0007 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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