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/capture)<a href="https://agentmods.dev/commands/alex-rachel/tengine/capture"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/capture/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/capture"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/capture.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 | $0.00793 |
| Opus 5.5 | $0.00000 | $0.00317 |
| Sonnet 5.5 | $0.00000 | $0.00159 |
| Haiku 4.5 | $0.00000 | $0.00079 |
Grade A, and why
capture 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:
- capture — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 53 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Capture commands
Commands that render a camera, the Scene View, or a UI Toolkit element to a PNG and return it base64-encoded so an agent can "see" the editor (or a running player) without a display.
capture_game_view
Render a camera to a PNG and return it base64-encoded.
| Parameter | Required | Default | Description |
|---|---|---|---|
width |
no | 1280 |
Output width in px (default 1280; capped 4096). |
height |
no | 720 |
Output height in px (default 720; capped 4096). |
camera |
no | – |
Optional camera name; defaults to Camera.main, else the first enabled camera. |
save_path |
no | – |
Optional project-relative path to also write the PNG (e.g. Screenshots/foo.png). |
Returns: CaptureResult
capture_scene_view
Render the active Scene View to a PNG (base64).
| Parameter | Required | Default | Description |
|---|---|---|---|
width |
no | 1280 |
Output width in px (default 1280; capped 4096). |
height |
no | 720 |
Output height in px (default 720; capped 4096). |
save_path |
no | – |
Optional project-relative path to also write the PNG (e.g. Screenshots/foo.png). |
Returns: CaptureResult
capture_editor_element
Capture a UI Toolkit VisualElement (by selector) from an EditorWindow to a PNG; returns path + base64.
| Parameter | Required | Default | Description |
|---|---|---|---|
window |
yes | – |
EditorWindow type name (e.g. InspectorWindow) or window title to capture from. |
selector |
yes | – |
Element selector: '#name', '.class', a type name (e.g. Button), descendant (space) / child ('>') chains, optional pseudo-states (:checked,:hover,:focus,:active,:enabled,:disabled,:not(...)). |
output |
no | – |
Output PNG path (absolute, or relative to the project root). Defaults to a timestamped file under /Temp/pipeline-screenshots/. |
Returns: CaptureElementResponse
Notes: MainThreadRequired = true. Unity 6000.7+ only.
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 · 53 lines · 0 tokens per session scan A 77d480c9e2b0
capture 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 793 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.