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/prefabs)<a href="https://agentmods.dev/commands/alex-rachel/tengine/prefabs"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/prefabs/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/prefabs"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/prefabs.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 | $0.01052 |
| Opus 5.5 | $0.00000 | $0.00421 |
| Sonnet 5.5 | $0.00000 | $0.00210 |
| Haiku 4.5 | $0.00000 | $0.00105 |
Grade A, and why
prefabs 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:
- prefabs — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Prefab commands
Commands covering the prefab lifecycle an agent needs to build content procedurally: saving a configured GameObject as a prefab asset, instantiating it into a scene, deriving a variant, applying/reverting instance overrides, unpacking, and editing prefab contents through the prefab stage. Asset paths are sandboxed to the authoring root; scene-side mutations are Undo-able, but prefab asset writes are AssetDatabase operations and are not part of Unity's Undo system.
create_prefab
Save a GameObject as a prefab asset at a project path; the source becomes a connected instance.
| Parameter | Required | Default | Description |
|---|---|---|---|
source |
yes | – | Reference to the source GameObject to save as a prefab (globalId/path/guid/instanceId/hierarchyPath). |
path |
yes | – | Prefab asset path relative to the authoring root (the Assets/ prefix is optional and the .prefab extension is added if missing). e.g. Prefabs/Enemy or Prefabs/Enemy.prefab |
Returns: AuthoringResult
Notes: Scene-side effects are Undo-able; the prefab asset write is not undoable.
instantiate_prefab
Instantiate a prefab asset into a loaded scene and return the created instance.
| Parameter | Required | Default | Description |
|---|---|---|---|
prefab |
yes | – | Reference to the prefab asset to instantiate (path/guid/globalId). |
scene_path |
no | – |
Optional path of a loaded scene to instantiate into; defaults to the active scene. |
name |
no | – |
Optional name for the created instance; defaults to the prefab name. |
Returns: AuthoringResult
Notes: Undo-able.
create_prefab_variant
Create a prefab variant asset that inherits from a base prefab.
| Parameter | Required | Default | Description |
|---|---|---|---|
base |
yes | – | Reference to the base prefab asset (path/guid/globalId). |
path |
yes | – | Variant prefab asset path relative to the authoring root (.prefab added if missing). |
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 · 85 lines · 0 tokens per session scan A cc46a181aea8
prefabs 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 1,052 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.