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 akiojin/unity-mcp-server --skill unity-asset-managementgit clone --depth 1 https://github.com/akiojin/unity-mcp-serverWrote 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/akiojin/unity-mcp-server/unity-asset-management)<a href="https://agentmods.dev/skills/akiojin/unity-mcp-server/unity-asset-management"><img src="https://agentmods.dev/badge/skills/akiojin/unity-mcp-server/unity-asset-management.svg" alt="Measured on agentmods" 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 | $0.04529 |
| Opus 5 | $0.00000 | $0.02264 |
| Sonnet 5 | $0.00000 | $0.00906 |
| Haiku 4.5 | $0.00000 | $0.00453 |
Grade A, and why
unity-asset-management 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 7d 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.
How it starts
The opening of the file, as written. The whole thing — 763 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Asset Management
A guide for managing prefabs, materials, asset database, and Addressables.
Quick Start
1. Create and Place Prefabs
// Create prefab from GameObject
mcp__unity-mcp-server__create_prefab({
prefabPath: "Assets/Prefabs/Enemy.prefab",
gameObjectPath: "/Enemy"
})
// Instantiate prefab in scene
mcp__unity-mcp-server__instantiate_prefab({
prefabPath: "Assets/Prefabs/Enemy.prefab",
position: { x: 5, y: 0, z: 0 },
name: "Enemy_01"
})
2. Create Material
// Create basic material
mcp__unity-mcp-server__create_material({
materialPath: "Assets/Materials/RedMetal.mat",
shader: "Standard",
properties: {
"_Color": [1, 0, 0, 1],
"_Metallic": 0.8,
"_Glossiness": 0.6
}
})
3. Search Assets
// Search for textures
mcp__unity-mcp-server__manage_asset_database({
action: "find_assets",
filter: "t:Texture2D"
})
Prefab Management
Create Prefab
// Create prefab from scene GameObject
mcp__unity-mcp-server__create_prefab({
prefabPath: "Assets/Prefabs/Player.prefab",
gameObjectPath: "/Player"
})
// Create empty prefab
mcp__unity-mcp-server__create_prefab({
prefabPath: "Assets/Prefabs/Empty.prefab",
createFromTemplate: true
})
// Allow overwrite
mcp__unity-mcp-server__create_prefab({
prefabPath: "Assets/Prefabs/Player.prefab",
gameObjectPath: "/Player",
overwrite: true
})
Prefab Mode (Editing)
// Open prefab
mcp__unity-mcp-server__open_prefab({
prefabPath: "Assets/Prefabs/Player.prefab"
})
// Focus on specific object
mcp__unity-mcp-server__open_prefab({
prefabPath: "Assets/Prefabs/Player.prefab",
focusObject: "Weapon", // Relative path from prefab root
isolateObject: true
})
// Edit in prefab mode (component operations, etc.)
mcp__unity-mcp-server__add_component({
gameObjectPath: "/Player", // In prefab mode, prefab root is the root
componentType: "AudioSource"
})
// Save and exit prefab mode
mcp__unity-mcp-server__save_prefab()
mcp__unity-mcp-server__exit_prefab_mode({ saveChanges: true })
// Exit without saving
mcp__unity-mcp-server__exit_prefab_mode({ saveChanges: false })
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.
- 7d ago First seen · 763 lines · 0 tokens per session scan A f3cbb18e5cc5
unity-asset-management is a skill published in the GitHub repository akiojin/unity-mcp-server (34 stars, last pushed 7d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 4,529 tokens. 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 2026-08-30.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.