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 AlexeyPerov/Unity-Open-MCP --skill spriteatlasgit clone --depth 1 https://github.com/AlexeyPerov/Unity-Open-MCPWrote 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/alexeyperov/unity-open-mcp/spriteatlas)<a href="https://agentmods.dev/skills/alexeyperov/unity-open-mcp/spriteatlas"><img src="https://agentmods.dev/badge/skills/alexeyperov/unity-open-mcp/spriteatlas/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/alexeyperov/unity-open-mcp/spriteatlas"><img src="https://agentmods.dev/badge/skills/alexeyperov/unity-open-mcp/spriteatlas.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.01617 |
| Opus 5 | $0.00000 | $0.00809 |
| Sonnet 5 | $0.00000 | $0.00323 |
| Haiku 4.5 | $0.00000 | $0.00162 |
Grade A, and why
spriteatlas 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 10d 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 — 150 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Open MCP — SpriteAtlas Extension
Skill for AI agents driving Unity SpriteAtlas assets in a project through the
unity-open-mcp MCP server.
This domain is embedded in the bridge and opt-in. Its tools use the built-in 2D module (
SpriteAtlas/SpriteAtlasAsset/SpriteAtlasPackingSettings/SpriteAtlasTextureSettingsinUnityEngine.U2D/UnityEditor.U2D) — no Unity package install is required, and they compile into every bridge build. Its tool group is hidden fromListToolsuntil the connected session activates it.
Preconditions
- Unity Editor is open with the target project.
unity_open_mcp_pingreturnsconnected: true.- The
sprite2dtool group is activated — callunity_open_mcp_manage_tools(action="activate", group="sprite2d")before invoking any SpriteAtlas (or Texture) tool. Fresh sessions start with two default-on groups (coreandgate-and-verify); activate the other groups you need on demand. Because the 2D module is built-in,capabilitiesalways reports thesprite2dgroup asavailable: true(nodomainDefine).
Tool prefix
unity_open_mcp_spriteatlas_* — SpriteAtlas authoring. The sprite2d group
is shared with the Texture import family (unity_open_mcp_texture_*); see the
Texture extension skill for the import half of the 2D art pipeline.
Mutating tools accept the standard paths_hint and run the full gate path
(editor_settle lifecycle — the .spriteatlas asset is written and
reimported); read-only tools (spriteatlas_get, spriteatlas_list) are
gate-free.
Authoring model
A .spriteatlas file stores a SpriteAtlasAsset (the authoring object); the
runtime SpriteAtlas is the packed artifact produced from it. These tools
author via SpriteAtlasAsset.Load / Save and mutate packables via Add /
Remove. Packables are Object references (Sprite / Texture /
DefaultAsset folder); they are resolved by Assets/-rooted path and
reported back by path + type so you can round-trip without instance ids.
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.
- 10d ago First seen · 150 lines · 0 tokens per session scan A c60d62b0efe5
spriteatlas is a skill published in the GitHub repository AlexeyPerov/Unity-Open-MCP (12 stars, last pushed 12d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,617 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 2026-08-31.
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