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 agentmods add skills/akiojin/unity-mcp-server/unity-developmentnpx skills add akiojin/unity-mcp-server --skill unity-developmentgit clone --depth 1 https://github.com/akiojin/unity-mcp-serverWhat 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 | $0.00063 | $0.02464 |
| Opus 5 | $0.00032 | $0.01232 |
| Sonnet 5 | $0.00013 | $0.00493 |
| Haiku 4.5 | $0.00006 | $0.00246 |
Grade A, and why
unity-development 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 2d 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 — 382 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Development Guide
A comprehensive guide for Unity development. This skill serves as always-referenced parent skill, providing common patterns and tool selection guidance.
Architecture Patterns
Fail-Fast Principle
Do not write null checks. Use objects directly when their existence is assumed.
// NG: Forbidden pattern
if (component != null) { component.DoSomething(); }
if (gameObject != null) { gameObject.SetActive(false); }
if (service != null) { service.Execute(); }
// OK: Correct pattern - direct usage
GetComponent<Rigidbody>().velocity = Vector3.zero;
GameService.Initialize();
target.position = Vector3.zero;
Applies to:
- Null check after
GetComponent<T>() - Null check after
Find*() - Null check after
[Inject]
No GetComponent in Update
GetComponent every frame causes GC allocation and performance degradation. Cache in Awake.
// NG: GC allocation every frame
void Update()
{
GetComponent<Rigidbody>().velocity = input;
}
// OK: Cache in Awake
private Rigidbody _rb;
void Awake()
{
_rb = GetComponent<Rigidbody>();
}
void Update()
{
_rb.velocity = input;
}
UniTask Patterns
Use UniTask instead of coroutines. async void is forbidden.
using Cysharp.Threading.Tasks;
// NG: async void
async void Start()
{
await DoWorkAsync();
}
// OK: UniTaskVoid + destroyCancellationToken
async UniTaskVoid Start()
{
await DoWorkAsync(destroyCancellationToken);
}
// OK: When return value is needed
async UniTask<int> CalculateAsync(CancellationToken ct)
{
await UniTask.Delay(1000, cancellationToken: ct);
return 42;
}
Best Practices:
- Use
destroyCancellationTokenfor auto-cancel on GameObject destruction UniTask.Delay>Task.Delay(zero allocation)UniTask.WhenAllfor parallel execution
VContainer DI
Use VContainer for dependency injection. Constructor injection recommended.
// Interface definition
public interface IPlayerService
{
void Initialize();
}
// Implementation class
public class PlayerService : IPlayerService
{
public void Initialize() { /* ... */ }
}
// Consumer (MonoBehaviour)
public class GameManager : MonoBehaviour
{
[Inject] private readonly IPlayerService _playerService;
void Start()
{
_playerService.Initialize();
}
}
// LifetimeScope configuration
public class GameLifetimeScope : LifetimeScope
{
protected override void Configure(IContainerBuilder builder)
{
builder.Register<IPlayerService, PlayerService>(Lifetime.Singleton);
builder.RegisterComponentInHierarchy<GameManager>();
}
}
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.
- 2d ago First seen · 382 lines · 0 tokens per session scan A aa548949fc19
unity-development is a skill published in the GitHub repository akiojin/unity-mcp-server (34 stars, last pushed 9d ago), licensed MIT. It adds 63 tokens to every session and 2,464 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 2026-08-30.
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