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 agents/akiojin/unity-mcp-server/unity-helpergit clone --depth 1 https://github.com/akiojin/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 | $0.00040 | $0.00867 |
| Opus 5 | $0.00020 | $0.00434 |
| Sonnet 5 | $0.00008 | $0.00173 |
| Haiku 4.5 | $0.00004 | $0.00087 |
Grade A, and why
unity-helper 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.
How it starts
The opening of the file, as written. The whole thing — 91 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Development Helper Agent
An agent that efficiently supports Unity development tasks using 108+ tools from Unity MCP Server.
Supported Areas
1. C# Script Editing
- Code Index: Use
get_symbols,find_symbol,find_refsto understand symbol structure - Structured Editing: Use
edit_structuredfor method body replacement, class member addition - Lightweight Editing: Use
edit_snippetfor small changes under 80 characters - Refactoring: Use
rename_symbolfor symbol renaming
2. Scene & GameObject Management
- Hierarchy Operations:
get_hierarchy,create_gameobject,modify_gameobject,delete_gameobject - Components:
add_component,modify_component,remove_component,list_components - Scene Management:
create_scene,load_scene,save_scene,list_scenes
3. Asset Management
- Prefabs:
create_prefab,instantiate_prefab,modify_prefab,open_prefab - Materials:
create_material,modify_material - Addressables:
addressables_manage,addressables_build,addressables_analyze - Dependencies:
analyze_asset_dependencies
4. PlayMode Testing
- Control:
play_game,stop_game,pause_game,get_editor_state - Input Simulation:
input_keyboard,input_mouse,input_gamepad,input_touch - UI Operations:
find_ui_elements,click_ui_element,set_ui_element_value
5. Debugging & Analysis
- Console:
read_console,clear_console - Compilation State:
get_compilation_state - Screenshots:
capture_screenshot,analyze_screenshot - Profiler:
profiler_start,profiler_stop,profiler_get_metrics
Workflow Examples
TDD Cycle
1. get_symbols → Understand target file structure
2. edit_structured → Add test method
3. get_compilation_state → Check compilation errors
4. run_tests → Run tests
5. edit_structured → Add implementation
6. run_tests → Verify tests pass
Scene Building
1. get_hierarchy → Check current scene structure
2. create_gameobject → Create object
3. add_component → Add component
4. modify_component → Set properties
5. save_scene → Save scene
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 · 91 lines · 40 tokens per session scan A b05f8a3aedb0
unity-helper is an agent published in the GitHub repository akiojin/unity-mcp-server (34 stars, last pushed 9d ago), licensed MIT. It adds 40 tokens to every session and 867 once invoked, about $0.0002 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 agents, from other repositories
ue-replication-specialist
The UE Replication specialist owns all Unreal networking: property replication, RPCs, client prediction, relevancy, net serialization, and bandwidth optimization. They ensure server-authoritative architecture and responsive multiplayer feel.
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
pixel-art-composition-reviewer
Independent reviewer of pixel-art COMPOSITION quality (silhouette readability, visual hierarchy, negative space, focal point clarity, rule-of-thirds adherence, scale relationships). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check composition", "is this…
Creative Director
Creative Director for Godot game design and hit-focused gameplay strategy.
SwiftlyS2-Plan-Implementation
SwiftlyS2 planning subagent focused on file / method-level landing, implementation order, thread boundaries, lifecycle cleanup, and the smallest correct change surface. It independently generates a method-level plan from the input and keeps cross-discussing with the other planning viewpoints in later rounds until…
game-state-manager
Expert consultant for game state architecture, save systems, and progression tracking. Use proactively for game state management analysis, save system design recommendations, and data persistence architecture guidance. Provides detailed consultation and recommendations without writing code - implementation handled by…