scripts

scripts is a command for Claude Code from Alex-Rachel/TEngine. It costs 0 tokens per session (1,115 once invoked), scanned A, original, MIT.

A set of Unity commands for creating C# scripts, attaching them to game objects and reading or writing their saved fields. C# is a programming language, and a MonoBehaviour is a Unity script component that can run on a game object.

In plain words
What is it for?
It is for creating script files, recompiling them, checking compilation status, attaching components and managing serialized fields in a Unity project.
Why use it?
It handles the required compile-and-refresh step before a newly written script can be attached, avoiding attempts to use a type Unity has not imported yet.

Command for Claude Code

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

Good fit It is for creating script files, recompiling them, checking compilation status, attaching components and managing serialized fields in a Unity project.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/commands/alex-rachel/tengine/scripts"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/scripts.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 1,115 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 $0.01115
Opus 5.5 $0.00000 $0.00446
Sonnet 5.5 $0.00000 $0.00223
Haiku 4.5 $0.00000 $0.00112

Measured 23d ago against content hash c35722ea0c11, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

scripts 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:

  • scripts — 100% identical, 0 lines differ
UnityProject/Packages/com.unity.pipeline/Documentation~/commands/scripts.md · 56 lines

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.

Script commands

Commands for creating C# script files, attaching MonoBehaviours to GameObjects, and reading/writing serialized fields. Writing a .cs file does not make its type available — Unity must import and compile it (a domain reload) first. The flow is: create_script → recompile → poll recompile_status (until completed/up_to_date) → attach_script.

create_script

Create a new C# script (default base class MonoBehaviour) from a template under the authoring root. NOTE: the type does not exist until a recompile completes — to attach it, call recompile, poll recompile_status, then attach_script.

Parameter Required Default Description
name yes – Class/file name without extension, e.g. PlayerController. Must be a valid C# identifier.
path no – Folder (relative to the authoring root; the Assets/ prefix is optional) to write the .cs into. Defaults to the authoring root.
namespace no – Optional namespace to wrap the class in. Omit for the global namespace.
base_class no MonoBehaviour Base class to derive from. Defaults to MonoBehaviour.
overwrite no false Overwrite the file if it already exists. Defaults to false (an existing file is an error).

Returns: AuthoringResult Notes: Does not trigger a recompile; the created type is not usable until a recompile completes (poll recompile_status).

attach_script

Add a MonoBehaviour to a GameObject by its (compiled) type name OR by its script asset path. Provide exactly one of 'type' or 'script'. If the type isn't compiled yet, returns a recoverable error: recompile, poll recompile_status, then retry.

Parameter Required Default Description
target yes – Reference to the GameObject to add the component to (globalId/path/guid/instanceId/hierarchyPath).
type no – Component type name to add, e.g. PlayerController or Game.Player.PlayerController. Must already be compiled. Mutually exclusive with 'script'.
script no – Script asset path, e.g. 'Assets/Pool/Scripts/CueShooter.cs'. The backing class is resolved via MonoScript.GetClass(), so the class name may differ from the filename. Mutually exclusive with 'type'.

Read the full file on GitHub · 56 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 · 56 lines · 0 tokens per session scan A c35722ea0c11

Subscribe to this mod's changes

scripts 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 1,115 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.