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/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/batihandev/unity-mcp-skills/console"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/console.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 | $0.00017 | $0.01088 |
| Opus 5.5 | $0.00007 | $0.00435 |
| Sonnet 5.5 | $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 1mo 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.
- 1mo 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 (6 stars, last pushed 12d ago), licensed MIT. It adds 17 tokens to every session and 1,088 once invoked, about $0.0001 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 2026-08-31.
Other skills, from other repositories
beehave
Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger.
godot-debugging
Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes.
isuzu-unity-cli
Drive the open Unity Editor from the shell with the isuzu-unity-cli command: console errors, compiling and tests, scenes, GameObjects and components, prefabs, play mode, uGUI clicks, and C# run inside the Editor. SKILL.md gives a command for each common task, so no tool list is needed.
profiling
Use the free official .NET diagnostics CLI tools for profiling and runtime investigation in .NET repositories. USE FOR: the repo needs performance or runtime profiling for a .NET application; the user asks about slow code, high CPU, GC pressure, allocation growth, exception storms, lock. DO NOT USE FOR: replacing…
hz-vr-debug
Debugs Meta VR and Horizon OS VR, MR, and Android applications using the metavr CLI — view logs, capture screenshots, and diagnose common issues. Use when troubleshooting crashes, errors, or unexpected behavior on Meta VR devices. Build paths: All; use hz-quest-verify-first if the path is unclear.
hz-perfetto-debug
Analyzes Meta VR 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 Meta VR devices. Build paths: all Meta VR app stacks; use hz-quest-verify-first if the build path is unclear.