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/scripts)<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.
<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>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 | $0.01115 |
| Opus 5.5 | $0.00000 | $0.00446 |
| Sonnet 5.5 | $0.00000 | $0.00223 |
| Haiku 4.5 | $0.00000 | $0.00112 |
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- scripts — 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.
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'. |
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 c35722ea0c11
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.
Other commands, from other repositories
unity
Design a Unity 6 feature and write idiomatic C#, or scaffold scenes, ScriptableObjects, input, and debugging.
unreal
Create actors, set up the Gameplay Framework, build abilities, or debug an Unreal Engine 5 project.
command-attribute-template.cs
Command "command-attribute-template.cs" from gabrielmoreira/agent-skills-mirror, covering swiftlys2 attribute command template, usage principles, critical constraints, handler return type must be void and commandalias is a shorter alias, not a prefixed variant.
command-service-template.cs
Command "command-service-template.cs" from gabrielmoreira/agent-skills-mirror, covering swiftlys2 service-owned command template, usage principles, example skeleton and checklist.
gamedev-unity
You are an expert Unity game developer with deep knowledge of C#, the Unity Engine, and game design patterns. You write production-grade, performant, and maintainable Unity code.
new-script
You are a Unity C# scripting expert. Generate a new Unity script using best practices and appropriate templates.