assets-and-files

assets-and-files is a command for Claude Code from AmaniDawn/DGame. It costs 0 tokens per session (2,178 once invoked), scanned A, a copy of assets-and-files, MIT.

A set of commands for creating, importing, moving, copying, renaming, deleting, and finding files and assets in a Unity project. Unity is a game engine, and these commands keep agent-supplied paths inside the project's authoring area.

In plain words
What is it for?
Use it to manage Unity assets such as materials and ScriptableObjects, as well as project folders and text files, with optional dry runs before changes.
Why use it?
It reduces unsafe file operations by rejecting paths outside the project and requiring confirmation for destructive or overwriting changes.

Command for Claude Code

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

Good fit Use it to manage Unity assets such as materials and ScriptableObjects, as well as project folders and text files, with optional dry runs before changes.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/amanidawn/dgame/assets-and-files
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/AmaniDawn/DGame

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 assets-and-files

README.md
[![agentmods](https://agentmods.dev/badge/commands/amanidawn/dgame/assets-and-files/github.svg)](https://agentmods.dev/commands/amanidawn/dgame/assets-and-files)
Your own site
<a href="https://agentmods.dev/commands/amanidawn/dgame/assets-and-files"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/assets-and-files/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 assets-and-files

Your own site · 80×15
<a href="https://agentmods.dev/commands/amanidawn/dgame/assets-and-files"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/assets-and-files.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 2,178 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 100% copy Near-identical to another mod 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 $0.02178
Opus 5.5 $0.00000 $0.00871
Sonnet 5.5 $0.00000 $0.00436
Haiku 4.5 $0.00000 $0.00218

Measured 20d ago against content hash 659e50622131, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

assets-and-files 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 20d 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

This is a copy

100% identical to assets-and-files — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

GameUnity/Packages/com.unity.pipeline/Documentation~/commands/assets-and-files.md · 151 lines

How it starts

The opening of the file, as written. The whole thing — 151 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Asset & file commands

Commands for creating, importing, moving, copying, renaming, deleting and finding project assets, plus folder and text-file operations. Every agent-supplied path is funnelled through the authoring-root sandbox (it rejects ../ and out-of-project writes); destructive or overwriting operations require confirm=true and support dry_run. AssetDatabase create/move/copy/rename/delete are not part of Unity's Undo system.

create_asset

Create a new ScriptableObject (or other UnityEngine.Object) asset of the given type at a path under the authoring root.

Parameter Required Default Description
path yes – Asset path relative to the authoring root, including extension (e.g. Data/Config.asset or Materials/Wall.mat). The Assets/ prefix is optional.
type yes – Fully-qualified or short type name to instantiate (e.g. UnityEngine.Material, MyGame.GameConfig). Must derive from UnityEngine.Object and be creatable.
shader no – Material-only (ignored otherwise): shader name to assign (e.g. Standard, "Universal Render Pipeline/Lit"). When omitted, defaults to "Universal Render Pipeline/Lit" if a Scriptable Render Pipeline is active, otherwise the built-in "Standard" shader (falling back to "Standard" if URP/Lit is unavailable).
confirm no false Required (true) only when overwriting an existing asset at the path. Ignored when the path is empty.
dry_run no false If true, validate inputs and report what would be created without writing anything.

Returns: AuthoringResult Notes: confirm=true required to overwrite an existing asset; supports dry_run.

import_asset

Import an external file (e.g. a texture, model, audio clip) into the project by copying it to a path under the authoring root, then importing it.

Parameter Required Default Description
source yes – Absolute filesystem path to the external file to import.
path yes – Destination asset path relative to the authoring root, including extension. The Assets/ prefix is optional.
confirm no false Required (true) only when overwriting an existing asset at the destination path.
dry_run no false If true, validate inputs and report what would be imported without writing anything.

Read the full file on GitHub · 151 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. 20d ago First seen · 151 lines · 0 tokens per session scan A 659e50622131

Subscribe to this mod's changes

assets-and-files is a command published in the GitHub repository AmaniDawn/DGame (173 stars, last pushed 3d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,178 tokens. A static security scan graded it A with 0 findings. It is 100% identical to assets-and-files, differing in 0 lines, and is treated as a copy.