unity-devtools

unity-devtools is a plugin for Claude Code from CitiesSkylinesModding/agents-plugins. Its manifest loads nothing; the 1 skill it bundles cost 46 tokens per session together, scanned A, original, MIT.

A toolset for inspecting and controlling a running Unity development game through its Mono debugger. Unity is a game engine, and Mono is one runtime it can use for C# code.

In plain words
What is it for?
Use it to find Unity processes, inspect types, evaluate C# expressions, and read or modify ECS entities, components, and buffers in a running development build.
Why use it?
It lets developers examine live game state without changing source code or injecting new code into the running build.

Plugin for Claude Code

Written for Claude Code: a Claude Code plugin manifest. Also seen: mentions Claude Code; mentions Codex.

Good fit Use it to find Unity processes, inspect types, evaluate C# expressions, and read or modify ECS entities, components, and buffers in a running development build.

Compare 6 plugins from other repositories ↓
Install in Claude Code
/plugin marketplace add CitiesSkylinesModding/agents-plugins
/plugin install unity-devtools
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/CitiesSkylinesModding/agents-plugins

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 unity-devtools

README.md
[![agentmods](https://agentmods.dev/badge/plugins/citiesskylinesmodding/agents-plugins/unity-devtools/github.svg)](https://agentmods.dev/plugins/citiesskylinesmodding/agents-plugins/unity-devtools)
Your own site
<a href="https://agentmods.dev/plugins/citiesskylinesmodding/agents-plugins/unity-devtools"><img src="https://agentmods.dev/badge/plugins/citiesskylinesmodding/agents-plugins/unity-devtools/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 unity-devtools

Your own site · 80×15
<a href="https://agentmods.dev/plugins/citiesskylinesmodding/agents-plugins/unity-devtools"><img src="https://agentmods.dev/badge/plugins/citiesskylinesmodding/agents-plugins/unity-devtools.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session not measured What this adds to a session before it is invoked.
When invoked not measured The manifest loads nothing itself; its 1 skill cost 46 tokens a session between them.
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.
Security

Grade A, and why

unity-devtools 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 6d 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.

plugins/unity-devtools/.claude-plugin/plugin.json · 23 lines

What it actually says

{
  "name": "unity-devtools",
  "version": "1.3.0",
  "description": "Drive a running Unity Mono development build from your coding agent (Claude Code, Codex CLI): ships the unity-devtools-mcp server (process discovery, live type reflection, C# expression evaluation, ECS entity/component/buffer read-write, and screen capture over the Mono Soft Debugger protocol, no code injection), plus skills.",
  "author": {
    "name": "Morgan Touverey Quilling"
  },
  "homepage": "https://github.com/CitiesSkylinesModding/agents-plugins",
  "repository": "https://github.com/CitiesSkylinesModding/agents-plugins",
  "license": "MIT",
  "keywords": [
    "unity",
    "mono",
    "soft-debugger",
    "sdb",
    "ecs",
    "unity-entities",
    "game-modding",
    "debugger",
    "mcp"
  ]
}
Contents

What it installs

The manifest is a name and a version. 1 skill travel with it, and installing the plugin installs all of them — 46 tokens a session between them. Each is measured on its own page, and each can be installed alone.

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. 6d ago Changed be9e42ef7252
  2. 16d ago Changed 8da7db2efab0
  3. 27d ago Changed 3c95f49c0255
  4. 1mo ago Changed fa3218d433c9
  5. 1mo ago First seen · 23 lines scan A e8642280d192

Subscribe to this mod's changes

unity-devtools is a plugin published in the GitHub repository CitiesSkylinesModding/agents-plugins (7 stars, last pushed today), licensed MIT. Its token cost is not measured: this kind of file is read by the harness, not the model. 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.