unity-prefab-parser-mcp: Instructions file for Codex

AGENTS.md

unity-prefab-parser-mcp AGENTS.md is an instructions file for Codex, OpenCode from luckynee/unity-prefab-parser-mcp. It costs 504 tokens per session, scanned A, original, MIT.

Project instructions for a service that parses Unity text-serialized files such as scenes, prefabs, and assets into clean YAML, a readable text format. They describe how to find files, build a project cache, and parse assets.

In plain words
What is it for?
Use them when locating Unity assets, initializing the project's file cache, browsing folders, listing files, or extracting Inspector-visible data from a specific asset.
Why use it?
They provide a repeatable workflow for navigating Unity projects and tell coding agents which parsing tools and settings to use.

Instructions file for CodexOpenCode

Written for Codex and OpenCode: the file is AGENTS.md.

This is luckynee/unity-prefab-parser-mcp's own configuration. It tells Codex and OpenCode how to work on unity-prefab-parser-mcp itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything unity-prefab-parser-mcp configures →

Reuse

Borrowing it

Nothing to install: this file belongs to luckynee/unity-prefab-parser-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/luckynee/unity-prefab-parser-mcp/master/AGENTS.md
Clone the repo
git clone --depth 1 https://github.com/luckynee/unity-prefab-parser-mcp

Made for: Codex, OpenCode.

Wrote this? Show the measurements

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README.md
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Per session 504 This file is loaded in full into every session.
When invoked 504 The same file — it is already loaded in full.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found 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 $0.00504 $0.00504
Opus 5.5 $0.00202 $0.00202
Sonnet 5.5 $0.00101 $0.00101
Haiku 4.5 $0.00050 $0.00050

Measured 1mo ago against content hash b7256f69229b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-prefab-parser-mcp AGENTS.md 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 1mo 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.

AGENTS.md · 52 lines

What it actually says

Unity Prefab Parser MCP — Agent Instructions

This MCP server parses Unity text-serialized assets (.prefab, .unity, .asset) into clean, Inspector-visible YAML.

First time on a Unity project:

  1. init_unity_project — scan .meta files, build GUID cache (run once)
  2. browse_unity_project — navigate folder tree to find assets
  3. list_unity_assets — list assets in target folder (supports search/filter)
  4. parse_unity_file — parse with preset: "compact" for token efficiency

Subsequent calls: skip init if .unity-mcp-cache.json exists and is < 24h old.

Tool Reference

init_unity_project

  • Input: projectPath (string, required), force (boolean, optional)
  • Run once per project. Saves cache to <projectPath>/.unity-mcp-cache.json

browse_unity_project

  • Input: projectPath (string), subPath (string, optional), depth (number, default 2)
  • Returns folder tree with asset counts

list_unity_assets

  • Input: directory (string), type ("prefab"|"unity"|"asset"|"all"), recursive (boolean), search (string), limit (number)
  • Returns grouped asset list with absolute paths

parse_unity_file

  • Input: filePath (string), config (object with preset: "compact"|"standard"|"minimal")
  • Returns clean YAML with component data

parse_unity_prefab (deprecated)

  • Alias for parse_unity_file

Preset Guide

  • compact — 92% token reduction, best for analysis
  • standard — balanced, shows asset type comments
  • minimal — structural overview only

Available Skills

Load the appropriate skill when the task matches:

Skill When to use
unity-asset-workflow General workflow: init, browse, list, parse
unity-diff-workflow Comparing prefabs, variants, or scenes across versions
unity-scene-workflow Navigating large .unity scenes token-efficiently

Skills are in skills/<skill-name>/SKILL.md in this repo.

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. 1mo ago First seen · 52 lines · 504 tokens per session scan A b7256f69229b

Subscribe to this mod's changes

unity-prefab-parser-mcp AGENTS.md is an instructions file published in the GitHub repository luckynee/unity-prefab-parser-mcp (3 stars, last pushed 5mo ago), licensed MIT. It adds 504 tokens to every session, about $0.0020 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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