scenes

scenes is a command for Claude Code from Alex-Rachel/TEngine. It costs 0 tokens per session (922 once invoked), scanned A, original, MIT.

A set of commands for creating, opening, saving and inspecting Unity scenes. A scene is a saved collection of game objects and settings that makes up a level or other part of a game.

In plain words
What is it for?
It is for creating empty or default scenes, opening and saving them, inspecting their hierarchy, taking snapshots and managing which scenes are included in a build.
Why use it?
It lets an agent manage scene files and the build-scene list through defined operations, while blocking state-changing actions during play mode.

Command for Claude Code

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

Good fit It is for creating empty or default scenes, opening and saving them, inspecting their hierarchy, taking snapshots and managing which scenes are included in a build.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/alex-rachel/tengine/scenes
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 scenes

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

Your own site · 80×15
<a href="https://agentmods.dev/commands/alex-rachel/tengine/scenes"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/scenes.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 922 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 $0.00922
Opus 5.5 $0.00000 $0.00369
Sonnet 5.5 $0.00000 $0.00184
Haiku 4.5 $0.00000 $0.00092

Measured 23d ago against content hash 9ce48e8428e4, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

scenes 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:

  • scenes — 100% identical, 0 lines differ
UnityProject/Packages/com.unity.pipeline/Documentation~/commands/scenes.md · 94 lines

How it starts

The opening of the file, as written. The whole thing — 94 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Scene commands

Commands for creating, opening, saving and inspecting scenes, controlling the active scene, snapshotting a scene's hierarchy, and managing the Build Settings scene list. Mutating scene operations are blocked while the editor is entering or in play mode (they fail with a recoverable error before touching any state); read-only commands are safe in play mode.

create_scene

Create a new scene and save it to the given path under the authoring root.

Parameter Required Default Description
path yes – Scene path relative to the authoring root (default Assets/); the Assets/ prefix and the .unity extension are optional. e.g. Scenes/Level1
additive no false Open the new scene additively alongside currently open scenes instead of replacing them.
template no empty Initial contents: 'empty' (default) for a blank scene, or 'default' to seed a Main Camera + Directional Light matching Unity's built-in 3D template.

Returns: AuthoringResult Notes: Blocked during Play mode.

open_scene

Open an existing scene from the given path.

Parameter Required Default Description
path yes – Scene path relative to the authoring root (default Assets/); the Assets/ prefix and the .unity extension are optional.
additive no false Open additively alongside currently open scenes instead of replacing them.

Returns: AuthoringResult Notes: Blocked during Play mode.

save_scene

Save an open scene. Saves the active scene when no path is given.

Parameter Required Default Description
path no – Path of the open scene to save (authoring-root relative; Assets/ prefix and .unity optional). Omit to save the active scene.

Returns: AuthoringResult Notes: Blocked during Play mode.

save_all

Save all open scenes that have unsaved changes.

Read the full file on GitHub · 94 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 · 94 lines · 0 tokens per session scan A 9ce48e8428e4

Subscribe to this mod's changes

scenes 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 922 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.