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.
npx skills add 44-99/unreal-agent-benchmark --skill unreal-performance-profilinggit clone --depth 1 https://github.com/44-99/unreal-agent-benchmarkWrote 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/skills/44-99/unreal-agent-benchmark/unreal-performance-profiling)<a href="https://agentmods.dev/skills/44-99/unreal-agent-benchmark/unreal-performance-profiling"><img src="https://agentmods.dev/badge/skills/44-99/unreal-agent-benchmark/unreal-performance-profiling/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/skills/44-99/unreal-agent-benchmark/unreal-performance-profiling"><img src="https://agentmods.dev/badge/skills/44-99/unreal-agent-benchmark/unreal-performance-profiling.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 | $0.00053 | $0.00318 |
| Opus 5 | $0.00026 | $0.00159 |
| Sonnet 5 | $0.00011 | $0.00064 |
| Haiku 4.5 | $0.00005 | $0.00032 |
Grade A, and why
unreal-performance-profiling 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 10d 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.
The source is not reproduced here
No licence file
A repository with no LICENSE is all rights reserved by default, so the body is not copied here. The metadata, the measurements and the link are.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 10d ago First seen · 18 lines · 53 tokens per session scan A 72d12b2b2dc2
unreal-performance-profiling is a skill published in the GitHub repository 44-99/unreal-agent-benchmark (2 stars, last pushed 1mo ago), with no licence file. It adds 53 tokens to every session and 318 once invoked, about $0.0003 per session on Opus 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.
Other skills, from other repositories
console-get-logs
Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.
editor-application-get-state
Return the current state of UnityEditor.EditorApplication — playmode, paused state, compilation state, and related flags.
console-clear-logs
Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.
profiler-start
Enable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.
performance-optimization
Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each…
beehave
Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger.