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/AmaniDawn/DGameWrote 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/amanidawn/dgame/build-and-compilation)<a href="https://agentmods.dev/commands/amanidawn/dgame/build-and-compilation"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/build-and-compilation/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/amanidawn/dgame/build-and-compilation"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/build-and-compilation.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 | $0.02646 |
| Opus 5.5 | $0.00000 | $0.01058 |
| Sonnet 5.5 | $0.00000 | $0.00529 |
| Haiku 4.5 | $0.00000 | $0.00265 |
Grade A, and why
build-and-compilation 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.
This is a copy
100% identical to build-and-compilation — 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.
How it starts
The opening of the file, as written. The whole thing — 189 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Build, compilation & test commands
These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the operation, then poll a matching *_status command until it reports completion. The client must tolerate connection errors during a domain reload (recompile, target switch) or a long blocking build.
build
Trigger an async Player build and report the full BuildReport. Returns immediately (queued); poll build_status until status is 'completed'. DetailedBuildReport is included by default unless 'options' is supplied. Use dry_run to validate without building.
| Parameter | Required | Default | Description |
|---|---|---|---|
target |
no | – |
BuildTarget name (e.g. StandaloneWindows64). Defaults to the active target. Must be installed. |
outputPath |
no | – |
Output path (absolute, or relative to the project root). Defaults to the last/auto path. |
profileName |
no | – |
Build Profile name to activate before building (Unity 6 only; ignored otherwise). |
options |
no | – |
BuildOptions names. Omit to get just DetailedBuildReport; supplying any disables that default. |
scenes |
no | – |
Scene asset paths to build (e.g. Assets/Scenes/Main.unity). Defaults to EditorBuildSettings. |
confirm |
no | false |
Acknowledge and run the build; without it the call is refused. Use dry_run to validate only. |
dry_run |
no | false |
Validate target/outputPath/scenes without building. |
Supported options values (case-insensitive): Development, AllowDebugging, ConnectWithProfiler, EnableHeadlessMode, SymlinkSources, BuildAdditionalStreamedScenes, CleanBuildCache, DetailedBuildReport. Any unrecognized value is a validation error.
Returns: object (transient payloads: queued / busy / dry_run / error; the finished report is read via build_status).
Notes: MainThreadRequired = false. Async — validates + queues, returns queued immediately, then an editor tick runs the (blocking) build; poll build_status until status is completed. Only one build at a time (returns busy otherwise). Mutating: gated by the confirm/dry_run convention — pass confirm=true for a real build, or dry_run=true to validate target/outputPath/scenes without building (nothing is queued on a dry run or on validation failure).
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.
- 20d ago First seen · 189 lines · 0 tokens per session scan A 5e85fe64eb2b
build-and-compilation 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 2,646 tokens. A static security scan graded it A with 0 findings. It is 100% identical to build-and-compilation, differing in 0 lines, and is treated as a copy.
Other commands, from other repositories
build-and-compilation
These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the…
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