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 probuildergit 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/probuilder)<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/probuilder"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/probuilder/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/probuilder"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/probuilder.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 | $0.00039 | $0.01785 |
| Opus 5.5 | $0.00016 | $0.00714 |
| Sonnet 5.5 | $0.00008 | $0.00357 |
| Haiku 4.5 | $0.00004 | $0.00178 |
Grade A, and why
unity-probuilder 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 — 152 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity ProBuilder Skills
Requirements
com.unity.probuilder(≥ 6.0). If missing, install viaUnity_PackageManager_ExecuteActionwithoperation=Add,package=com.unity.probuilder,version=6.0.9.
When to Use
Use this module for editable ProBuilder meshes, not regular primitive GameObjects. It is best for blockout, level geometry, and procedural mesh refinement.
Batch-first: For scene blockout or level generation, prefer
probuilder_create_batchwhen creating2+shapes.
Common Mistakes
DO NOT (common hallucinations):
probuilder_create_meshdoes not exist -> useprobuilder_create_shapeprobuilder_edit_facedoes not exist -> use the specific face skills such asprobuilder_extrude_faces,probuilder_delete_faces,probuilder_merge_facesprobuilder_set_materialandprobuilder_set_face_materialare different -> whole object vs selected faces- Regular meshes do not become ProBuilder meshes automatically
- Mesh rebuild calls (
ToMesh()+Refresh()) are already handled by the skills. Do not invent a manual rebuild step
Routing:
- For ordinary primitive objects without editable topology -> use
gameobject_create - For material asset creation or shader work -> use
material - For large blockout generation -> combine this module with
materialandlight, but keep geometry creation here
Object Targeting
Most edit/query skills accept one of:
nameinstanceIdpath
Prefer instanceId when multiple scene objects share the same name.
Quick Reference
Create and Batch
| Skill | Use | Key parameters |
|---|---|---|
probuilder_create_shape |
Create a parametric ProBuilder shape | shape, name?, x/y/z?, sizeX/Y/Z?, rotX/Y/Z? |
probuilder_create_batch |
Create multiple shapes in one call | items, defaultParent? |
Supported shape values: Cube, Sphere, Cylinder, Cone, Torus, Prism, Arch, Pipe, Stairs, Door, Plane.
Face and Edge Editing
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 · 152 lines · 39 tokens per session scan A d4f165351621
unity-probuilder is a skill published in the GitHub repository batihandev/unity-mcp-skills (6 stars, last pushed 12d ago), licensed MIT. It adds 39 tokens to every session and 1,785 once invoked, about $0.0002 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
unity-csharp
A set of practical guidelines for writing Unity game scripts in C#. Unity is a game engine, and these rules cover its update loop, object lifetime, memory cleanup, coroutines, and editable data.
script-execute
Compiles and runs C# in the Unity Editor (Roslyn): plain statements with the last expression as the result, or a full class with a static method. See the skill body for the modes, usings/include and Unity object parameters.
pufferlib
This skill should be used when working with reinforcement learning tasks including high-performance RL training, custom environment development, vectorized parallel simulation, multi-agent systems, or integration with existing RL environments (Gymnasium, PettingZoo, Atari, Procgen, etc.). Use this skill for…
script-update-or-create
Write a .cs script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via requestId after Unity finishes the triggered compilation. Use…
godot-csharp
Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (Ready/Process/PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build…
ai-navigation
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns.