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/editor-lifecycle-and-observability)<a href="https://agentmods.dev/commands/amanidawn/dgame/editor-lifecycle-and-observability"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/editor-lifecycle-and-observability/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/editor-lifecycle-and-observability"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/editor-lifecycle-and-observability.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 | $0.00897 |
| Opus 5.5 | $0.00000 | $0.00359 |
| Sonnet 5.5 | $0.00000 | $0.00179 |
| Haiku 4.5 | $0.00000 | $0.00090 |
Grade A, and why
editor-lifecycle-and-observability 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 editor-lifecycle-and-observability — 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 — 116 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Editor lifecycle & observability commands
Commands to control Editor play mode, focus, and menus, and to observe the Editor's state, console, and performance.
editor_play
Enter Unity Editor play mode.
No parameters.
Returns: string
editor_stop
Exit Unity Editor play mode.
No parameters.
Returns: string
editor_pause
Pause Unity Editor play mode.
No parameters.
Returns: string
editor_status
Get detailed Unity Editor status and state information.
No parameters.
Returns: StatusResponse
editor_focus
Bring the Unity Editor window to the foreground.
No parameters.
Returns: string
Notes: MainThreadRequired = true.
menu
Execute an Editor menu item by path, or list available items when no path is given.
| Parameter | Required | Default | Description |
|---|---|---|---|
path |
no | – |
Menu item path to execute, e.g. "Assets/Reimport All". Omit to list available menu items. |
Returns: MenuResponse
Notes: MainThreadRequired = true.
screenshot
Capture the Scene or Game view as a PNG and return its file path.
| Parameter | Required | Default | Description |
|---|---|---|---|
view |
no | game |
Which view to capture: 'game' (default) or 'scene' |
output |
no | – |
Output PNG path (absolute, or relative to the project root). Defaults to a timestamped file under /Temp/pipeline-screenshots/. |
width |
no | 0 |
Output width in pixels. 0 (default) uses the view camera's current width. |
height |
no | 0 |
Output height in pixels. 0 (default) uses the view camera's current height. |
Returns: ScreenshotResponse
Notes: MainThreadRequired = true.
set_autotick
Keep the editor ticking while unfocused by forcing EditorApplication.SignalTick at a throttled rate.
| Parameter | Required | Default | Description |
|---|---|---|---|
enable |
no | true |
Enable (true) or disable (false) auto-tick mode |
interval_ms |
no | 16 |
Minimum milliseconds between forced ticks. 0 = every update (max rate, pegs a CPU core). Default 16 (~60Hz). |
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 · 116 lines · 0 tokens per session scan A 4f6aefd40e68
editor-lifecycle-and-observability 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 897 tokens. A static security scan graded it A with 0 findings. It is 100% identical to editor-lifecycle-and-observability, differing in 0 lines, and is treated as a copy.
Other commands, from other repositories
editor-lifecycle-and-observability
Commands to control Editor play mode, focus, and menus, and to observe the Editor's state, console, and performance.
debug-on-quest
Help debug this sample on a Meta Quest device.
bug-triage
Classify bugs, assign severity and priority, and propose next actions.
godot-build-fix
Diagnose and resolve Godot export, script, or project configuration issues.
unity-build-fix
Diagnose and resolve Unity build, editor, package, or configuration issues.
unreal-build-fix
Diagnose and resolve Unreal build, packaging, plugin, or configuration issues.