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/prefabs)<a href="https://agentmods.dev/commands/amanidawn/dgame/prefabs"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/prefabs/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/prefabs"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/prefabs.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 | $0.01052 |
| Opus 5.5 | $0.00000 | $0.00421 |
| Sonnet 5.5 | $0.00000 | $0.00210 |
| Haiku 4.5 | $0.00000 | $0.00105 |
Grade A, and why
prefabs 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 prefabs — 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 — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Prefab commands
Commands covering the prefab lifecycle an agent needs to build content procedurally: saving a configured GameObject as a prefab asset, instantiating it into a scene, deriving a variant, applying/reverting instance overrides, unpacking, and editing prefab contents through the prefab stage. Asset paths are sandboxed to the authoring root; scene-side mutations are Undo-able, but prefab asset writes are AssetDatabase operations and are not part of Unity's Undo system.
create_prefab
Save a GameObject as a prefab asset at a project path; the source becomes a connected instance.
| Parameter | Required | Default | Description |
|---|---|---|---|
source |
yes | – | Reference to the source GameObject to save as a prefab (globalId/path/guid/instanceId/hierarchyPath). |
path |
yes | – | Prefab asset path relative to the authoring root (the Assets/ prefix is optional and the .prefab extension is added if missing). e.g. Prefabs/Enemy or Prefabs/Enemy.prefab |
Returns: AuthoringResult
Notes: Scene-side effects are Undo-able; the prefab asset write is not undoable.
instantiate_prefab
Instantiate a prefab asset into a loaded scene and return the created instance.
| Parameter | Required | Default | Description |
|---|---|---|---|
prefab |
yes | – | Reference to the prefab asset to instantiate (path/guid/globalId). |
scene_path |
no | – |
Optional path of a loaded scene to instantiate into; defaults to the active scene. |
name |
no | – |
Optional name for the created instance; defaults to the prefab name. |
Returns: AuthoringResult
Notes: Undo-able.
create_prefab_variant
Create a prefab variant asset that inherits from a base prefab.
| Parameter | Required | Default | Description |
|---|---|---|---|
base |
yes | – | Reference to the base prefab asset (path/guid/globalId). |
path |
yes | – | Variant prefab asset path relative to the authoring root (.prefab added if missing). |
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 · 85 lines · 0 tokens per session scan A cc46a181aea8
prefabs 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 1,052 tokens. A static security scan graded it A with 0 findings. It is 100% identical to prefabs, differing in 0 lines, and is treated as a copy.
Other commands, from other repositories
sim
Run the EmbodiedGen simulation rendering workflow with sim-cli.
cert-check
Review the current state against certification and platform compliance expectations.
combat-design
Design or revise combat rules, variables, readability, and tuning direction.
ui-flow-review
Review menus, HUD, navigation, and player flow from a UX perspective.
web-build-fix
Diagnose and resolve web build, bundling, or deployment issues.
tech-debt
Track and prioritize technical debt.