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.
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 Alex-Rachel/TEngine --skill unity-pipelinegit clone --depth 1 https://github.com/Alex-Rachel/TEngineWrote 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/alex-rachel/tengine/unity-pipeline)<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.
<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>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 | $0.00097 | $0.01373 |
| Opus 5.5 | $0.00039 | $0.00549 |
| Sonnet 5.5 | $0.00019 | $0.00275 |
| Haiku 4.5 | $0.00010 | $0.00137 |
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.
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_testsmay 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.
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.
- 23d ago First seen · 117 lines · 97 tokens per session scan A 5c53ef04629c
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.
Other skills, from other repositories
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tests-run
Execute Unity tests (EditMode or PlayMode) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run.
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godot-testing
Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#.
et-test-run
ET test execution and failure debugging workflow for WOW. Use when building before tests, cleaning Logs, running server or Hotfix tests through ET.App Test commands, running Unity Editor tests through UnityBridge UnityTestRunRequest, reading Logs/All.log, judging results, and diagnosing failed or unmatched tests.
et-unitybridge
UnityBridge workflow for AI operations in Unity Editor. Use when checking UnityBridge connectivity, Unity compile or PlayMode state, running deferred UnityBridge commands, operating assets/scenes/GameObjects/Inspector/Prefabs/GameView/screenshots, running Editor tests, or troubleshooting UnityBridge responses.