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 batihandev/unity-mcp-skills --skill consolegit clone --depth 1 https://github.com/batihandev/unity-mcp-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/batihandev/unity-mcp-skills/console)<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/console"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/console.svg" alt="Measured on agentmods" 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 | $0.00017 | $0.01088 |
| Opus 5 | $0.00009 | $0.00544 |
| Sonnet 5 | $0.00003 | $0.00218 |
| Haiku 4.5 | $0.00002 | $0.00109 |
Grade A, and why
unity-console 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 6d 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 — 134 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Console Skills
IMPORTANT: Do NOT use
Unity_RunCommandfor this module natively. Use the dedicated MCP tool for console. Seemcp-tools.md.
Work with the Unity console - capture logs, write messages, and debug your project.
Recipe path rule: ../../recipes/console/<command>.md
Common Mistakes
DO NOT (common hallucinations):
console_writedoes not exist → useconsole_log- For reading, filtering, or clearing console logs, use the native
Unity_GetConsoleLogsorUnity_ReadConsole— not a custom recipe.
Routing:
- Read console entries / stack traces / errors →
Unity_GetConsoleLogsorUnity_ReadConsole(native MCP) - Clear the console →
Unity_ReadConsole(clear action) - Compilation-status check →
editor_get_state(isCompilingfield) - Console settings (collapse, clear-on-play) →
console_set_collapse/console_set_clear_on_play(this module) - Scripting defines or forced recompile →
debug_get_defines,debug_set_defines,debug_force_recompile(this module)
Retained Debug Commands
The standalone debug module is gone. Three debug commands relevant to compilation and build configuration are retained here:
| Command | Description |
|---|---|
debug_force_recompile |
Force script recompilation via AssetDatabase.Refresh + CompilationPipeline.RequestScriptCompilation |
debug_get_defines |
Get scripting define symbols for the current build target group |
debug_set_defines |
Set scripting define symbols for the current build target group |
Recipes: see ../../recipes/console/debug_force_recompile.md, debug_get_defines.md, debug_set_defines.md.
Skills Overview
| Skill | Description |
|---|---|
console_start_capture |
Start capturing logs |
console_stop_capture |
Stop capturing logs |
console_log |
Write log message |
console_set_pause_on_error |
Enable or disable Error Pause in Play mode |
console_export |
Export console logs to a file |
console_get_stats |
Get log statistics (count by type) |
console_set_collapse |
Set console log collapse mode |
console_set_clear_on_play |
Set clear on play mode |
debug_force_recompile |
Force script recompilation |
debug_get_defines |
Get scripting define symbols for current platform |
debug_set_defines |
Set scripting define symbols for current platform |
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.
- 6d ago First seen · 134 lines · 17 tokens per session scan A 26bade1c53c4
unity-console is a skill published in the GitHub repository batihandev/unity-mcp-skills (5 stars, last pushed 1mo ago), licensed MIT. It adds 17 tokens to every session and 1,088 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
hz-vr-debug
Debugs Meta Quest and Horizon OS VR/MR applications using the metavr CLI — view logs, capture screenshots, diagnose common issues. Use when troubleshooting crashes, errors, or unexpected behavior on Quest devices.
hz-perfetto-debug
Analyzes Meta Quest and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis. Use when profiling frame drops, jank, or thermal issues on Quest devices.
threejs-errors-performance
Use when a Three.js scene has performance problems: low FPS, memory leaks, too many draw calls, or high GPU memory usage. Prevents the common mistake of forgetting dispose(), creating objects in the render loop, or not using InstancedMesh for repeated objects. Covers disposal patterns, draw call optimization…
animation-debug-visualization
Visualize animation data for debugging and optimization.
unity-runtime-performance
Use for runtime performance triage from the project filesystem: quality tiers, graphics/URP-HDRP settings, lighting, large assets, scene complexity proxies, and build-size hotspots (no Editor Profiler required).
unity-broken-refs-triage
Use when prefabs/scenes show Missing Script or pink materials: triage broken script and asset GUID references and decide fix order.