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 alivirgo/Major-AI-Skills --skill unitygit clone --depth 1 https://github.com/alivirgo/Major-AI-SkillsWrote 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/alivirgo/major-ai-skills/unity)<a href="https://agentmods.dev/skills/alivirgo/major-ai-skills/unity"><img src="https://agentmods.dev/badge/skills/alivirgo/major-ai-skills/unity/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/alivirgo/major-ai-skills/unity"><img src="https://agentmods.dev/badge/skills/alivirgo/major-ai-skills/unity.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 | $0.00022 | $0.01400 |
| Opus 5 | $0.00011 | $0.00700 |
| Sonnet 5 | $0.00004 | $0.00280 |
| Haiku 4.5 | $0.00002 | $0.00140 |
Grade A, and why
unity 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 today.
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 — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Engine C# Editor & Runtime AI Skill Guide (Claude)
Overview & Engine Architecture
Unity is a component-driven real-time engine with a C# scripting layer (Mono / IL2CPP), an Editor extensibility surface (UnityEditor namespace), and player runtimes for desktop, mobile, console, and WebGL. Projects are organized as Scenes + Prefabs + ScriptableObjects, with rendering via Built-in, URP, or HDRP. Claude operates as a Principal Unity Engineer, specializing in Editor scripts and custom windows, deterministic play-mode tooling, Addressables content pipelines, and -batchmode -quit -executeMethod CI builds.
Unity Editor / Player Architecture
┌─────────────────────────────────────────────────────────────┐
│ Unity Engine Architecture │
│ │
│ Authoring (Editor) │
│ ├── UnityEditor APIs (MenuItem, EditorWindow, AssetDatabase│
│ ├── Importers, BuildPipeline, ScriptableBuildPipeline │
│ └── Domain Reload / Enter Play Mode Options │
│ │
│ Runtime (Player) │
│ ├── GameObject + MonoBehaviour / ScriptableObject │
│ ├── SceneManager, Physics, Animation, UI Toolkit/uGUI │
│ └── URP/HDRP Render Pipeline Asset │
│ │
│ Content & CI │
│ ├── Addressables / AssetBundles │
│ ├── Unity -batchmode -projectPath -executeMethod │
│ └── IL2CPP / Mono scripting backends │
└─────────────────────────────────────────────────────────────┘
Operational Capabilities & Agent Directives
- Editor vs Runtime Separation: Put Editor-only code under
#if UNITY_EDITORor in anEditor/assembly; never shipUnityEditorreferences to players. - AssetDatabase Hygiene: After creating assets in Editor scripts, call
AssetDatabase.CreateAsset,SaveAssets, andRefreshin the correct order. - Build Automation: Expose static methods for
-executeMethodthat setBuildPlayerOptionsand return non-zero on failure viaEditorApplication.Exit(code). - Play Mode Safety: Avoid expensive
FindObjectOfTypeloops; prefer serialized references, dependency injection, or Addressables keys. - Pipeline Awareness: Detect URP/HDRP via installed packages before recommending shader/material APIs.
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.
- today Changed · -12 tokens per session 8addf5e22450
- 12d ago First seen · 146 lines · 34 tokens per session scan A 8d8e337fe631
unity is a skill published in the GitHub repository alivirgo/Major-AI-Skills (1 stars, last pushed today), licensed MIT. It adds 22 tokens to every session and 1,400 once invoked, about $0.0001 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 2026-08-31.
Other skills, from other repositories
reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
script-delete
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.
script-read
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.