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/build-and-compilation)<a href="https://agentmods.dev/commands/alex-rachel/tengine/build-and-compilation"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/build-and-compilation/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/build-and-compilation"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/build-and-compilation.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 | $0.02646 |
| Opus 5.5 | $0.00000 | $0.01058 |
| Sonnet 5.5 | $0.00000 | $0.00529 |
| Haiku 4.5 | $0.00000 | $0.00265 |
Grade A, and why
build-and-compilation 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:
- build-and-compilation — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 189 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Build, compilation & test commands
These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the operation, then poll a matching *_status command until it reports completion. The client must tolerate connection errors during a domain reload (recompile, target switch) or a long blocking build.
build
Trigger an async Player build and report the full BuildReport. Returns immediately (queued); poll build_status until status is 'completed'. DetailedBuildReport is included by default unless 'options' is supplied. Use dry_run to validate without building.
| Parameter | Required | Default | Description |
|---|---|---|---|
target |
no | – |
BuildTarget name (e.g. StandaloneWindows64). Defaults to the active target. Must be installed. |
outputPath |
no | – |
Output path (absolute, or relative to the project root). Defaults to the last/auto path. |
profileName |
no | – |
Build Profile name to activate before building (Unity 6 only; ignored otherwise). |
options |
no | – |
BuildOptions names. Omit to get just DetailedBuildReport; supplying any disables that default. |
scenes |
no | – |
Scene asset paths to build (e.g. Assets/Scenes/Main.unity). Defaults to EditorBuildSettings. |
confirm |
no | false |
Acknowledge and run the build; without it the call is refused. Use dry_run to validate only. |
dry_run |
no | false |
Validate target/outputPath/scenes without building. |
Supported options values (case-insensitive): Development, AllowDebugging, ConnectWithProfiler, EnableHeadlessMode, SymlinkSources, BuildAdditionalStreamedScenes, CleanBuildCache, DetailedBuildReport. Any unrecognized value is a validation error.
Returns: object (transient payloads: queued / busy / dry_run / error; the finished report is read via build_status).
Notes: MainThreadRequired = false. Async — validates + queues, returns queued immediately, then an editor tick runs the (blocking) build; poll build_status until status is completed. Only one build at a time (returns busy otherwise). Mutating: gated by the confirm/dry_run convention — pass confirm=true for a real build, or dry_run=true to validate target/outputPath/scenes without building (nothing is queued on a dry run or on validation failure).
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 · 189 lines · 0 tokens per session scan A 5e85fe64eb2b
build-and-compilation 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 2,646 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
game-arch
Design, refactor, test, or profile a game's code architecture.
input-review
Review input handling, device coverage, buffering, and control responsiveness from an engine-neutral perspective.
audio-pass
Functional audio review for implementation, mix coverage, clarity, and player feedback.
qa-plan
Build a QA plan, matrix, and exit criteria for the selected scope.
tdd
Apply test-driven development or regression-driven implementation for the current task.
verify
Run a structured verification pass across implementation, quality, and risk.