TEngine is a Unity framework for building games, providing modules for asynchronous work, hot updates, asset management, configuration tables, and user interfaces. It is for Unity developers and teams making commercial projects across desktop, mobile, web, and WeChat Mini Game targets, with catalogue skills supporting its AI-assisted development workflow.
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.
git clone --depth 1 https://github.com/Alex-Rachel/TEngineWrote 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.
[](https://agentmods.dev/commands/alex-rachel/tengine/assets-and-files)<a href="https://agentmods.dev/commands/alex-rachel/tengine/assets-and-files"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/assets-and-files/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/commands/alex-rachel/tengine/assets-and-files"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/assets-and-files.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00000 | $0.02178 |
| Opus 5.5 | $0.00000 | $0.00871 |
| Sonnet 5.5 | $0.00000 | $0.00436 |
| Haiku 4.5 | $0.00000 | $0.00218 |
Grade A, and why
assets-and-files 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 23d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- assets-and-files — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 151 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Asset & file commands
Commands for creating, importing, moving, copying, renaming, deleting and finding project assets, plus folder and text-file operations. Every agent-supplied path is funnelled through the authoring-root sandbox (it rejects ../ and out-of-project writes); destructive or overwriting operations require confirm=true and support dry_run. AssetDatabase create/move/copy/rename/delete are not part of Unity's Undo system.
create_asset
Create a new ScriptableObject (or other UnityEngine.Object) asset of the given type at a path under the authoring root.
| Parameter | Required | Default | Description |
|---|---|---|---|
path |
yes | – | Asset path relative to the authoring root, including extension (e.g. Data/Config.asset or Materials/Wall.mat). The Assets/ prefix is optional. |
type |
yes | – | Fully-qualified or short type name to instantiate (e.g. UnityEngine.Material, MyGame.GameConfig). Must derive from UnityEngine.Object and be creatable. |
shader |
no | – |
Material-only (ignored otherwise): shader name to assign (e.g. Standard, "Universal Render Pipeline/Lit"). When omitted, defaults to "Universal Render Pipeline/Lit" if a Scriptable Render Pipeline is active, otherwise the built-in "Standard" shader (falling back to "Standard" if URP/Lit is unavailable). |
confirm |
no | false |
Required (true) only when overwriting an existing asset at the path. Ignored when the path is empty. |
dry_run |
no | false |
If true, validate inputs and report what would be created without writing anything. |
Returns: AuthoringResult
Notes: confirm=true required to overwrite an existing asset; supports dry_run.
import_asset
Import an external file (e.g. a texture, model, audio clip) into the project by copying it to a path under the authoring root, then importing it.
| Parameter | Required | Default | Description |
|---|---|---|---|
source |
yes | – | Absolute filesystem path to the external file to import. |
path |
yes | – | Destination asset path relative to the authoring root, including extension. The Assets/ prefix is optional. |
confirm |
no | false |
Required (true) only when overwriting an existing asset at the destination path. |
dry_run |
no | false |
If true, validate inputs and report what would be imported without writing anything. |
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.
- 23d ago First seen · 151 lines · 0 tokens per session scan A 659e50622131
assets-and-files is a command published in the GitHub repository Alex-Rachel/TEngine (2,379 stars, last pushed 24d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,178 tokens. 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 2026-09-23.
Other commands, from other repositories
godot
Design a Godot 4 Node tree and write idiomatic GDScript or C#, or scaffold scenes, GDExtension code, and GUT tests.
multiplayer
Design multiplayer netcode for a game, or set up hosting, connection, state sync, and network debugging.
unity
Design a Unity 6 feature and write idiomatic C#, or scaffold scenes, ScriptableObjects, input, and debugging.
playtest
Design a playtest, instrument a build, analyze results, or write the findings report.
game-ui
Build a HUD, menu, inventory, dialogue box, or accessibility options for a game.
level-design
Greybox a level, set up tiles, bake navigation, or prepare a level for export.