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/scripts)<a href="https://agentmods.dev/commands/amanidawn/dgame/scripts"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/scripts/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/scripts"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/scripts.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 | $0.01115 |
| Opus 5.5 | $0.00000 | $0.00446 |
| Sonnet 5.5 | $0.00000 | $0.00223 |
| Haiku 4.5 | $0.00000 | $0.00112 |
Grade A, and why
scripts 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 scripts — 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 — 56 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Script commands
Commands for creating C# script files, attaching MonoBehaviours to GameObjects, and reading/writing serialized fields. Writing a .cs file does not make its type available — Unity must import and compile it (a domain reload) first. The flow is: create_script → recompile → poll recompile_status (until completed/up_to_date) → attach_script.
create_script
Create a new C# script (default base class MonoBehaviour) from a template under the authoring root. NOTE: the type does not exist until a recompile completes — to attach it, call recompile, poll recompile_status, then attach_script.
| Parameter | Required | Default | Description |
|---|---|---|---|
name |
yes | – | Class/file name without extension, e.g. PlayerController. Must be a valid C# identifier. |
path |
no | – |
Folder (relative to the authoring root; the Assets/ prefix is optional) to write the .cs into. Defaults to the authoring root. |
namespace |
no | – |
Optional namespace to wrap the class in. Omit for the global namespace. |
base_class |
no | MonoBehaviour |
Base class to derive from. Defaults to MonoBehaviour. |
overwrite |
no | false |
Overwrite the file if it already exists. Defaults to false (an existing file is an error). |
Returns: AuthoringResult
Notes: Does not trigger a recompile; the created type is not usable until a recompile completes (poll recompile_status).
attach_script
Add a MonoBehaviour to a GameObject by its (compiled) type name OR by its script asset path. Provide exactly one of 'type' or 'script'. If the type isn't compiled yet, returns a recoverable error: recompile, poll recompile_status, then retry.
| Parameter | Required | Default | Description |
|---|---|---|---|
target |
yes | – | Reference to the GameObject to add the component to (globalId/path/guid/instanceId/hierarchyPath). |
type |
no | – |
Component type name to add, e.g. PlayerController or Game.Player.PlayerController. Must already be compiled. Mutually exclusive with 'script'. |
script |
no | – |
Script asset path, e.g. 'Assets/Pool/Scripts/CueShooter.cs'. The backing class is resolved via MonoScript.GetClass(), so the class name may differ from the filename. Mutually exclusive with 'type'. |
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 · 56 lines · 0 tokens per session scan A c35722ea0c11
scripts 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 1,115 tokens. A static security scan graded it A with 0 findings. It is 100% identical to scripts, differing in 0 lines, and is treated as a copy.
Other commands, from other repositories
scripts
Commands for creating C# script files, attaching MonoBehaviours to GameObjects, and reading/writing serialized fields. Writing a .cs file does not make its type available — Unity must import and compile it (a domain reload) first. The flow is: createscript → recompile → poll recompilestatus (until completed/uptodate)…
client-command-hook-template.cs
Command "client-command-hook-template.cs" from gabrielmoreira/agent-skills-mirror, covering swiftlys2 clientcommandhookhandler template, suitable scenarios, basic pattern, multi-command interception pattern and key points.
command-attribute-template.cs
Command "command-attribute-template.cs" from gabrielmoreira/agent-skills-mirror, covering swiftlys2 attribute command template, usage principles, critical constraints, handler return type must be void and commandalias is a shorter alias, not a prefixed variant.
command-service-template.cs
Command "command-service-template.cs" from gabrielmoreira/agent-skills-mirror, covering swiftlys2 service-owned command template, usage principles, example skeleton and checklist.
gamedev-unity
You are an expert Unity game developer with deep knowledge of C#, the Unity Engine, and game design patterns. You write production-grade, performant, and maintainable Unity code.
new-script
You are a Unity C# scripting expert. Generate a new Unity script using best practices and appropriate templates.