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/materials)<a href="https://agentmods.dev/commands/alex-rachel/tengine/materials"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/materials/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/materials"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/materials.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
materials 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:
- materials — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 56 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Material & shader commands
Read and edit material shader properties, and discover/introspect shaders so an agent can pick a valid shader name and property set.
Materials
get_material_properties
Read a material's shader, render queue, enabled keywords, and all shader properties with their current values (Color as [r,g,b,a], Vector as [x,y,z,w], Texture as an object reference).
| Parameter | Required | Default | Description |
|---|---|---|---|
material |
yes | – |
Reference to the .mat asset (or a loaded material) to read (path / guid / globalId / instanceId). |
Returns: MaterialPropertiesResult
set_material_properties
Set shader properties on a material (Float/Range/Int=number; Color=[r,g,b,a] or "#RRGGBBAA" hex; Vector=[x,y,z,w]; Texture=an object reference or null to clear), optionally reassign the shader, set the render queue, and toggle keywords. Unknown names / type mismatches are reported in unknown[].
| Parameter | Required | Default | Description |
|---|---|---|---|
material |
yes | – |
Reference to the .mat asset (or a loaded material) to edit (path / guid / globalId / instanceId). |
shader |
no | – |
Reassign the material's shader by name (e.g. "Standard", "Universal Render Pipeline/Lit", or a Shader Graph shader name). Applied before properties so new property names resolve against the new shader. |
properties |
no | – |
JSON object of shader property name -> value. Names must include the leading underscore (e.g. _BaseColor). Float/Range/Int=number; Color=[r,g,b,a] or hex string; Vector=[x,y,z,w]; Texture=an object reference {guid/path} or null. |
renderQueue |
no | – |
Explicit render queue, or -1 to inherit from the shader. Omit to leave unchanged. |
enableKeywords |
no | – |
Shader keywords to enable (e.g. _NORMALMAP, _EMISSION). |
disableKeywords |
no | – |
Shader keywords to disable. |
confirm |
no | false |
Reserved for parity; editing an existing material is non-destructive and undoable, so it is not required. |
dry_run |
no | false |
If true, validate the shader, resolve property names and texture refs, and report applied[]/unknown[] 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 · 56 lines · 0 tokens per session scan A 8717fba38bf2
materials 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
game-ui
Build a HUD, menu, inventory, dialogue box, or accessibility options for a game.
accessibility-pass
Review accessibility coverage for input, readability, audio, and difficulty options against design intent.
ui-flow-review
Review menus, HUD, navigation, and player flow from a UX perspective.
art-generate
Generate placeholder art from asset specs using the Aseprite MCP.
art-bible
Guided visual identity specification authoring.
asset-audit
Audit assets for compliance with standards.