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/editor-lifecycle-and-observability)<a href="https://agentmods.dev/commands/alex-rachel/tengine/editor-lifecycle-and-observability"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/editor-lifecycle-and-observability/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/editor-lifecycle-and-observability"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/editor-lifecycle-and-observability.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 | $0.00897 |
| Opus 5.5 | $0.00000 | $0.00359 |
| Sonnet 5.5 | $0.00000 | $0.00179 |
| Haiku 4.5 | $0.00000 | $0.00090 |
Grade A, and why
editor-lifecycle-and-observability 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:
- editor-lifecycle-and-observability — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 116 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Editor lifecycle & observability commands
Commands to control Editor play mode, focus, and menus, and to observe the Editor's state, console, and performance.
editor_play
Enter Unity Editor play mode.
No parameters.
Returns: string
editor_stop
Exit Unity Editor play mode.
No parameters.
Returns: string
editor_pause
Pause Unity Editor play mode.
No parameters.
Returns: string
editor_status
Get detailed Unity Editor status and state information.
No parameters.
Returns: StatusResponse
editor_focus
Bring the Unity Editor window to the foreground.
No parameters.
Returns: string
Notes: MainThreadRequired = true.
menu
Execute an Editor menu item by path, or list available items when no path is given.
| Parameter | Required | Default | Description |
|---|---|---|---|
path |
no | – |
Menu item path to execute, e.g. "Assets/Reimport All". Omit to list available menu items. |
Returns: MenuResponse
Notes: MainThreadRequired = true.
screenshot
Capture the Scene or Game view as a PNG and return its file path.
| Parameter | Required | Default | Description |
|---|---|---|---|
view |
no | game |
Which view to capture: 'game' (default) or 'scene' |
output |
no | – |
Output PNG path (absolute, or relative to the project root). Defaults to a timestamped file under /Temp/pipeline-screenshots/. |
width |
no | 0 |
Output width in pixels. 0 (default) uses the view camera's current width. |
height |
no | 0 |
Output height in pixels. 0 (default) uses the view camera's current height. |
Returns: ScreenshotResponse
Notes: MainThreadRequired = true.
set_autotick
Keep the editor ticking while unfocused by forcing EditorApplication.SignalTick at a throttled rate.
| Parameter | Required | Default | Description |
|---|---|---|---|
enable |
no | true |
Enable (true) or disable (false) auto-tick mode |
interval_ms |
no | 16 |
Minimum milliseconds between forced ticks. 0 = every update (max rate, pegs a CPU core). Default 16 (~60Hz). |
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 · 116 lines · 0 tokens per session scan A 4f6aefd40e68
editor-lifecycle-and-observability 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 897 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
bug-triage
Classify bugs, assign severity and priority, and propose next actions.
godot-build-fix
Diagnose and resolve Godot export, script, or project configuration issues.
unity-build-fix
Diagnose and resolve Unity build, editor, package, or configuration issues.
unreal-build-fix
Diagnose and resolve Unreal build, packaging, plugin, or configuration issues.
verify
Run a structured verification pass across implementation, quality, and risk.
web-build-fix
Diagnose and resolve web build, bundling, or deployment issues.