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/gameobjects-and-components)<a href="https://agentmods.dev/commands/amanidawn/dgame/gameobjects-and-components"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/gameobjects-and-components/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/gameobjects-and-components"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/gameobjects-and-components.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 | $0.02047 |
| Opus 5.5 | $0.00000 | $0.00819 |
| Sonnet 5.5 | $0.00000 | $0.00409 |
| Haiku 4.5 | $0.00000 | $0.00205 |
Grade A, and why
gameobjects-and-components 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 gameobjects-and-components — 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 — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.
GameObject & component commands
Commands for creating GameObjects, querying the scene hierarchy, mutating the core GameObject/Transform surface, and adding/removing components and editing their serialized properties. Scene mutations are wrapped in Unity's Undo system (so a multi-step action reverts as one collapsible step) and are blocked during Play mode. Objects are referenced by an ObjectRef handle (globalId/path/guid/instanceId/hierarchyPath), and results come back as AuthoringResult identities you can chain into a follow-up call.
create_gameobject
Create an empty GameObject or a built-in primitive (cube/sphere/capsule/cylinder/plane/quad) in the active scene.
| Parameter | Required | Default | Description |
|---|---|---|---|
name |
no | – |
Name for the new GameObject. Defaults to 'GameObject' (or the primitive name). |
primitive |
no | – |
Optional primitive type: cube, sphere, capsule, cylinder, plane, quad. Omit for an empty GameObject. |
parent |
no | – |
Optional parent handle (globalId/path/guid/instanceId/hierarchyPath). The new object becomes a child of it. |
Returns: AuthoringResult
Notes: Undo-able; blocked during Play mode.
create_gameobjects
Batch-create N empty GameObjects or primitives in one call. Optional positions/rotations/scales are arrays of [x,y,z] (length must equal count). Returns the created identities.
| Parameter | Required | Default | Description |
|---|---|---|---|
name |
no | – |
Base name. With count>1 and no explicit names, objects are suffixed Name1..NameN. |
primitive |
no | – |
Optional primitive type: cube, sphere, capsule, cylinder, plane, quad. Omit for empty GameObjects. |
parent |
no | – |
Optional parent handle. Every created object becomes a child of it. |
count |
no | 1 |
How many GameObjects to create. Default 1. |
positions |
no | – |
Local positions, one [x,y,z] per object. Length must equal count when supplied. |
rotations |
no | – |
Local Euler rotations (degrees), one [x,y,z] per object. Length must equal count when supplied. |
scales |
no | – |
Local scales, one [x,y,z] per object. Length must equal count when supplied. |
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 · 170 lines · 0 tokens per session scan A deb5565f1280
gameobjects-and-components 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 2,047 tokens. A static security scan graded it A with 0 findings. It is 100% identical to gameobjects-and-components, differing in 0 lines, and is treated as a copy.
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