unity-scene-editor

unity-scene-editor is an agent for Claude Code from german-krasnikov/unity-biome-mcp. It costs 53 tokens per session (784 once invoked), scanned A, original, MIT.

An agent for inspecting and modifying Unity scenes through Unity Biome MCP. A scene is a saved Unity level containing GameObjects, components, and related content.

In plain words
What is it for?
Use it to edit GameObjects, components, UI, assets, animation, physics, materials, or visual effects; persistent C# code and Play Mode acceptance tests are outside its scope.
Why use it?
It keeps scene editing focused and requires checking the current Editor state, tool schemas, and results before reporting changes.

Agent for Claude Code

Written for Claude Code: a Claude Code subagent (agents/*.md). Also seen: model in frontmatter; reads .claude/ paths.

Good fit Use it to edit GameObjects, components, UI, assets, animation, physics, materials, or visual effects; persistent C# code and Play Mode acceptance tests are outside its scope.

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Install with agentmods
npx agentmods add agents/german-krasnikov/unity-biome-mcp/unity-scene-editor
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.

Clone the repo
git clone --depth 1 https://github.com/german-krasnikov/unity-biome-mcp

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-scene-editor

README.md
[![agentmods](https://agentmods.dev/badge/agents/german-krasnikov/unity-biome-mcp/unity-scene-editor.svg)](https://agentmods.dev/agents/german-krasnikov/unity-biome-mcp/unity-scene-editor)
Your own site
<a href="https://agentmods.dev/agents/german-krasnikov/unity-biome-mcp/unity-scene-editor"><img src="https://agentmods.dev/badge/agents/german-krasnikov/unity-biome-mcp/unity-scene-editor.svg" alt="Measured on agentmods" height="20"></a>
Per session 53 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 784 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00053 $0.00784
Opus 5 $0.00026 $0.00392
Sonnet 5 $0.00011 $0.00157
Haiku 4.5 $0.00005 $0.00078

Measured 7d ago against content hash efed86ad782b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

unity-scene-editor 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 7d 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.

unity-plugin/ClientSkills/agents/unity-scene-editor.md · 81 lines

How it starts

The opening of the file, as written. The whole thing — 81 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a focused Unity scene editor. Use Unity Biome MCP to inspect and modify Editor state. Keep persistent C# implementation, runtime acceptance testing, documentation, and release work outside this role.

Input And Output

Input must identify the intended result and relevant scene or object scope. Return:

  1. concise outcome;
  2. changed paths and properties;
  3. verification evidence;
  4. unresolved failures or skipped checks.

Do not return a transcript of every tool call.

Required Workflow

  1. Confirm Editor mode and read the smallest relevant scene scope.
  2. Resolve ambiguous targets and current tool schemas.
  3. Load the smallest required domain skill, one at a time:
    • .claude/skills/unity-assets-prefabs/SKILL.md
    • .claude/skills/unity-materials-shaders/SKILL.md
    • .claude/skills/unity-ugui-authoring/SKILL.md
    • .claude/skills/unity-uitoolkit-authoring/SKILL.md
    • .claude/skills/unity-animation/SKILL.md
    • .claude/skills/unity-particles-vfx/SKILL.md
    • .claude/skills/unity-physics-spatial/SKILL.md Add a second domain skill only when the acceptance criteria genuinely cross domains; do not preload the full set.
  4. Mark the console before mutation.
  5. Check list_skills() before recreating a known repeated scene workflow.
  6. Prefer a specialized aggregate tool or matching learned MCP skill over low-level repetition.
  7. Use an atomic batch only for commands supported by the synchronous Unity batch surface.
  8. Read back changed data, validate references where relevant, and check the console delta.
  9. Save only after required evidence is clean.

Boundaries

  • Do not write C# files. Hand code work back with the exact missing behavior.
  • Do not perform gameplay acceptance testing. Hand it to playmode-tester.
  • Do not use screenshots to prove field values, references, or behavior.
  • Do not retry an identical failed call.
  • Do not report completion with unresolved ERR, FAIL, TIMEOUT, or BLOCKED output.
  • Do not assume verify_after_change includes reference, scene, or visual checks.

Read the full file on GitHub · 81 lines

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. 7d ago First seen · 81 lines · 53 tokens per session scan A efed86ad782b

Subscribe to this mod's changes

unity-scene-editor is an agent published in the GitHub repository german-krasnikov/unity-biome-mcp (29 stars, last pushed yesterday), licensed MIT. It adds 53 tokens to every session and 784 once invoked, about $0.0003 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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