gameobjects-and-components

gameobjects-and-components is a command for Claude Code from Alex-Rachel/TEngine. It costs 0 tokens per session (2,047 once invoked), scanned A, original, MIT.

Commands for creating and editing Unity GameObjects, the objects in a scene, and their components, which provide behaviour and properties. Scene changes are recorded by Unity's Undo system.

In plain words
What is it for?
Use them to create empty objects or basic shapes, arrange the scene hierarchy, change transforms, add or remove components, and edit serialized component values.
Why use it?
They let an agent construct and modify scenes without manually creating objects, arranging them, or editing components in the Inspector.

Command for Claude Code

Written for Claude Code: a Claude Code command (commands/*.md).

Good fit Use them to create empty objects or basic shapes, arrange the scene hierarchy, change transforms, add or remove components, and edit serialized component values.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/alex-rachel/tengine/gameobjects-and-components
About the project

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.

Alex-Rachel/TEngine · 2,379 stars · on GitHub

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/Alex-Rachel/TEngine

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 gameobjects-and-components

README.md
[![agentmods](https://agentmods.dev/badge/commands/alex-rachel/tengine/gameobjects-and-components/github.svg)](https://agentmods.dev/commands/alex-rachel/tengine/gameobjects-and-components)
Your own site
<a href="https://agentmods.dev/commands/alex-rachel/tengine/gameobjects-and-components"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/gameobjects-and-components/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.

agentmods 80×15 button for gameobjects-and-components

Your own site · 80×15
<a href="https://agentmods.dev/commands/alex-rachel/tengine/gameobjects-and-components"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/gameobjects-and-components.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,047 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 $0.00000 $0.02047
Opus 5.5 $0.00000 $0.00819
Sonnet 5.5 $0.00000 $0.00409
Haiku 4.5 $0.00000 $0.00205

Measured 23d ago against content hash deb5565f1280, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

gameobjects-and-components 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

UnityProject/Packages/com.unity.pipeline/Documentation~/commands/gameobjects-and-components.md · 170 lines

How it starts

The opening of the file, as written. The whole thing — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.

GameObject & component commands

Commands for creating GameObjects, querying the scene hierarchy, mutating the core GameObject/Transform surface, and adding/removing components and editing their serialized properties. Scene mutations are wrapped in Unity's Undo system (so a multi-step action reverts as one collapsible step) and are blocked during Play mode. Objects are referenced by an ObjectRef handle (globalId/path/guid/instanceId/hierarchyPath), and results come back as AuthoringResult identities you can chain into a follow-up call.

create_gameobject

Create an empty GameObject or a built-in primitive (cube/sphere/capsule/cylinder/plane/quad) in the active scene.

Parameter Required Default Description
name no – Name for the new GameObject. Defaults to 'GameObject' (or the primitive name).
primitive no – Optional primitive type: cube, sphere, capsule, cylinder, plane, quad. Omit for an empty GameObject.
parent no – Optional parent handle (globalId/path/guid/instanceId/hierarchyPath). The new object becomes a child of it.

Returns: AuthoringResult Notes: Undo-able; blocked during Play mode.

create_gameobjects

Batch-create N empty GameObjects or primitives in one call. Optional positions/rotations/scales are arrays of [x,y,z] (length must equal count). Returns the created identities.

Parameter Required Default Description
name no – Base name. With count>1 and no explicit names, objects are suffixed Name1..NameN.
primitive no – Optional primitive type: cube, sphere, capsule, cylinder, plane, quad. Omit for empty GameObjects.
parent no – Optional parent handle. Every created object becomes a child of it.
count no 1 How many GameObjects to create. Default 1.
positions no – Local positions, one [x,y,z] per object. Length must equal count when supplied.
rotations no – Local Euler rotations (degrees), one [x,y,z] per object. Length must equal count when supplied.
scales no – Local scales, one [x,y,z] per object. Length must equal count when supplied.

Read the full file on GitHub · 170 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. 23d ago First seen · 170 lines · 0 tokens per session scan A deb5565f1280

Subscribe to this mod's changes

gameobjects-and-components 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 2,047 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.