unity-pipeline

unity-pipeline is a skill for Claude Code from Alex-Rachel/TEngine. It costs 97 tokens per session (1,373 once invoked), scanned A, original, MIT.

A command-line control layer for a running Unity Editor or development game build. It supports an edit, recompile, and test loop, including changing files and evaluating C# while the instance is running.

In plain words
What is it for?
Use it to connect to Unity, keep the editor active, recompile scripts, run tests, evaluate C#, and hot-reload files during development.
Why use it?
It lets an agent work with live Unity state and avoids the editor stopping updates when it is unfocused. It also makes asynchronous recompiles and tests observable.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to connect to Unity, keep the editor active, recompile scripts, run tests, evaluate C#, and hot-reload files during development.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/alex-rachel/tengine/unity-pipeline
About the project

TEngine is a Unity framework for building games, providing modules for asynchronous work, hot updates, asset management, configuration tables, and user interfaces. It is for Unity developers and teams making commercial projects across desktop, mobile, web, and WeChat Mini Game targets, with catalogue skills supporting its AI-assisted development workflow.

Alex-Rachel/TEngine · 2,379 stars · on GitHub

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.

Any agent
npx skills add Alex-Rachel/TEngine --skill unity-pipeline
Clone the repo
git clone --depth 1 https://github.com/Alex-Rachel/TEngine

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-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/alex-rachel/tengine/unity-pipeline/github.svg)](https://agentmods.dev/skills/alex-rachel/tengine/unity-pipeline)
Your own site
<a href="https://agentmods.dev/skills/alex-rachel/tengine/unity-pipeline"><img src="https://agentmods.dev/badge/skills/alex-rachel/tengine/unity-pipeline/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-pipeline

Your own site · 80×15
<a href="https://agentmods.dev/skills/alex-rachel/tengine/unity-pipeline"><img src="https://agentmods.dev/badge/skills/alex-rachel/tengine/unity-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 97 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,373 The whole file, excluding the scripts and references it only reads on demand.
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.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00097 $0.01373
Opus 5.5 $0.00039 $0.00549
Sonnet 5.5 $0.00019 $0.00275
Haiku 4.5 $0.00010 $0.00137

Measured 23d ago against content hash 5c53ef04629c, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-pipeline 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 23d 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.

UnityProject/Packages/com.unity.pipeline/.claude/skills/unity-pipeline/SKILL.md · 117 lines

How it starts

The opening of the file, as written. The whole thing — 117 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Pipeline (agent control)

Invoke commands with unity command <name> [args]. Run unity command with no name to list what an instance exposes. Two servers exist: Editor (7800-7849, auto-starts with the editor) and Runtime (7900-7949, only in a dev Player build). See the package README.md "Commands" reference for the full list and parameters.

1. Install & verify

unity pipeline install            # install into current project (or --project-path)
unity pipeline list               # confirm the editor instance + server are reachable
unity command editor_status       # confirm the editor server answers

2. Autonomous edit loop (Editor)

This is the core agent workflow: keep the editor alive, change code, recompile, test.

# 1. Keep the editor ticking even when unfocused/minimized. REQUIRED before headless work —
#    Unity otherwise throttles or stalls update/compile when it isn't the active app.
unity command set_autotick --enable true

# 2. Edit C# source files on disk normally.

# 3. Recompile (async: triggers a domain reload, then poll until done).
unity command recompile
unity command recompile_status    # repeat until "completed" or "up_to_date"
#   Tolerate connection errors while the domain reload is in flight — that is expected.
#   If recompile_status reports failed=true, read its "errors" array and fix before testing.

# 4. (Optional) List available tests without running them.
unity command list_tests --mode editor            # mode: all | editor | playmode

# 5. Run tests (filter to keep it fast).
unity command run_tests --mode editor --filter MyFixture.MyTest

run_tests modes: all | editor | playmode. filter_type: testName | assembly | category. For long runs use --async_tests true and poll unity command test_status (abort with unity command cancel_tests).

Known caveat: when any selected test fails, run_tests may surface an opaque result instead of the failure details. Re-run a narrower --filter, or inspect the editor's Test Runner / logs to get the real failure.

Read the full file on GitHub · 117 lines

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. 23d ago First seen · 117 lines · 97 tokens per session scan A 5c53ef04629c

Subscribe to this mod's changes

unity-pipeline is a skill published in the GitHub repository Alex-Rachel/TEngine (2,379 stars, last pushed 24d ago), licensed MIT. It adds 97 tokens to every session and 1,373 once invoked, about $0.0004 per session on Opus 5.5. 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 2026-09-23.

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