navigation

navigation is a command for Claude Code from AmaniDawn/DGame. It costs 0 tokens per session (271 once invoked), scanned A, a copy of navigation, MIT.

A set of Unity Editor commands for selecting objects and assets and searching a project. Unity Search is the editor's query system for finding project files and scene objects.

In plain words
What is it for?
Use it to read or change the current selection and run searches for assets or objects by type, name, or other query terms.
Why use it?
It reduces time spent finding items in large projects and avoids manual selection and navigation through the editor. The commands do not change project content.

Command for Claude Code

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

Good fit Use it to read or change the current selection and run searches for assets or objects by type, name, or other query terms.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/amanidawn/dgame/navigation
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 navigation

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

Your own site · 80×15
<a href="https://agentmods.dev/commands/amanidawn/dgame/navigation"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/navigation.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 271 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 $0.00271
Opus 5.5 $0.00000 $0.00108
Sonnet 5.5 $0.00000 $0.00054
Haiku 4.5 $0.00000 $0.00027

Measured 20d ago against content hash acff85b2fae2, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

navigation 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 navigation — 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/navigation.md · 33 lines

What it actually says

Commands to read and drive the Editor selection, and to run Unity Search queries. All commands are read-only or non-destructive and run on the main thread.

get_selection

Read the current Editor selection as structured object identities.

No parameters.

Returns: SelectionResult

set_selection

Set the Editor selection to the given assets/scene objects.

Parameter Required Default Description
instance_ids no – Scene/loaded object instance IDs to select.
paths no – Asset paths to select (e.g. Assets/Foo.prefab).

Returns: SelectionResult

search

Run a Unity Search query and return structured results.

Parameter Required Default Description
query yes – Unity Search query string, e.g. 't:Material', 'p: my asset', 'h: Main Camera'.
limit no 50 Max results to return (capped 200).

Returns: SearchResult

See Creating commands and Connectivity.

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 · 33 lines · 0 tokens per session scan A acff85b2fae2

Subscribe to this mod's changes

navigation 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 271 tokens. A static security scan graded it A with 0 findings. It is 100% identical to navigation, differing in 0 lines, and is treated as a copy.