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-game-ui-toolkit-designgit 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-game-ui-toolkit-design)<a href="https://agentmods.dev/skills/akiojin/unity-mcp-server/unity-game-ui-toolkit-design"><img src="https://agentmods.dev/badge/skills/akiojin/unity-mcp-server/unity-game-ui-toolkit-design/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/akiojin/unity-mcp-server/unity-game-ui-toolkit-design"><img src="https://agentmods.dev/badge/skills/akiojin/unity-mcp-server/unity-game-ui-toolkit-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 6 findings, up to high
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- high Prompt Injection · line 56 Hidden instructions were detected in comments or invisible text. These could contain malicious directives. Manual review is recommended.Fix: Audit all comments and invisible characters. Remove any instructions that direct the agent to perform unauthorized actions. Use plain, reviewable content.
- high Prompt Injection · line 77 Hidden instructions were detected in comments or invisible text. These could contain malicious directives. Manual review is recommended.Fix: Audit all comments and invisible characters. Remove any instructions that direct the agent to perform unauthorized actions. Use plain, reviewable content.
- high Prompt Injection · line 79 Hidden instructions were detected in comments or invisible text. These could contain malicious directives. Manual review is recommended.Fix: Audit all comments and invisible characters. Remove any instructions that direct the agent to perform unauthorized actions. Use plain, reviewable content.
- high Prompt Injection · line 635 Hidden instructions were detected in comments or invisible text. These could contain malicious directives. Manual review is recommended.Fix: Audit all comments and invisible characters. Remove any instructions that direct the agent to perform unauthorized actions. Use plain, reviewable content.
- high Prompt Injection · line 987 Hidden instructions were detected in comments or invisible text. These could contain malicious directives. Manual review is recommended.Fix: Audit all comments and invisible characters. Remove any instructions that direct the agent to perform unauthorized actions. Use plain, reviewable content.
- high Prompt Injection · line 1066 Hidden instructions were detected in comments or invisible text. These could contain malicious directives. Manual review is recommended.Fix: Audit all comments and invisible characters. Remove any instructions that direct the agent to perform unauthorized actions. Use plain, reviewable content.
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 | $0.08933 |
| Opus 5 | $0.00000 | $0.04466 |
| Sonnet 5 | $0.00000 | $0.01787 |
| Haiku 4.5 | $0.00000 | $0.00893 |
Grade A, and why
unity-game-ui-toolkit-design 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 9d 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 — 1,460 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Game UI Toolkit Design Skill
A skill for game UI design using Unity's UI Toolkit (USS/UXML/Flexbox). This comprehensive game UI design guide covers implementation patterns for game UI elements like HUD, health bars, inventory, dialogs, screen scaling with PanelSettings, and Safe Area support.
Overview
UI Toolkit is Unity's next-generation UI system that builds UIs with an approach similar to web technologies (HTML/CSS).
| Feature | Details |
|---|---|
| Layout Engine | Yoga (CSS Flexbox subset implementation) |
| Styling | USS (Unity Style Sheets, CSS-like) |
| Markup | UXML (HTML-like) |
| Supported Version | Unity 2021.2+ (Unity 6.0+ recommended) |
| Use Cases | Game UI, Editor extensions |
Game UI Types
Game UIs are classified into 4 types based on purpose and presentation method. Before starting implementation, clarify which type your UI belongs to.
1. Diegetic
UI that physically exists within the game world. Characters can also perceive it.
| Example | Game |
|---|---|
| HP bar on suit's back | Dead Space |
| Car dashboard | Racing Games |
| Ammo count on weapon | Metro Exodus |
| Handheld map | Far Cry 2 |
<!-- UXML - Diegetic UI (placed in 3D space) -->
<ui:VisualElement class="diegetic-display">
<ui:VisualElement class="diegetic-display__screen">
<ui:Label class="diegetic-display__value" text="87" />
<ui:Label class="diegetic-display__unit" text="%" />
</ui:VisualElement>
</ui:VisualElement>
2. Non-Diegetic
Screen overlay. Pure player-facing information that characters cannot perceive.
| Example | Placement |
|---|---|
| HP bar | Top-left |
| Minimap | Top-right |
| Skill bar | Bottom-center |
| Quest objectives | Right side |
<!-- UXML - Non-Diegetic HUD structure -->
<ui:VisualElement class="hud">
<!-- Top-left: Player status -->
<ui:VisualElement class="hud__top-left">
<ui:VisualElement class="health-bar" />
<ui:VisualElement class="mana-bar" />
</ui:VisualElement>
<!-- Top-right: Minimap -->
<ui:VisualElement class="hud__top-right">
<ui:VisualElement class="minimap" />
</ui:VisualElement>
<!-- Bottom-center: Action bar -->
<ui:VisualElement class="hud__bottom-center">
<ui:VisualElement class="action-bar" />
</ui:VisualElement>
</ui:VisualElement>
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.
- 9d ago First seen · 1,460 lines · 0 tokens per session scan A 6576633ee1cf
unity-game-ui-toolkit-design is a skill published in the GitHub repository akiojin/unity-mcp-server (34 stars, last pushed 2d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 8,933 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
ux-design
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game-ui-ux
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected…
biome-creation
A workflow for placing rocks, trees, plants, and other reusable scene objects into a Unity biome, a themed area of a game world. It also covers regenerating the biome and checking the result with screenshots.