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 projectgit 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/project)<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/project"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/project.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 | $0.00019 | $0.00686 |
| Opus 5 | $0.00010 | $0.00343 |
| Sonnet 5 | $0.00004 | $0.00137 |
| Haiku 4.5 | $0.00002 | $0.00069 |
Grade A, and why
unity-project 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 8d 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 — 102 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Project Skills
Overview
Project information and configuration.
Common Mistakes
DO NOT (common hallucinations):
project_savedoes not exist → usescene_save(scene module) oreditor_execute_menumenuPath="File/Save"project_settingsdoes not exist → use specific skills:project_get_render_pipeline,project_get_build_settings, etc.project_set_resolution/project_set_player_settingsdo not exist → Player Settings are read-only viaproject_get_player_settings; to edit, open Project Settings viaeditor_execute_menuwithEdit/Project Settings...project_createdoes not exist → projects are created via Unity Hub, not REST API
Routing:
- For Layer/Tag management →
project_add_tag(this module); Layers are read-only viaproject_get_layers(edit viaeditor_execute_menu→Edit/Project Settings...) - For build settings →
project_get_build_settings(read-only; useeditor_execute_menu→File/Build Settings...to edit)
Skills
project_get_info
Get project information including render pipeline, Unity version, and settings. Parameters: None.
project_get_render_pipeline
Get current render pipeline type and recommended shaders. Parameters: None.
project_list_shaders
List all available shaders in the project. Parameters:
filter(string, optional): Filter by name.limit(int, optional): Max results (default 50).
project_get_quality_settings
Get current quality settings. Parameters: None.
project_get_build_settings
Get build settings (platform, scenes).
Parameters: None.
Returns: { success, activeBuildTarget, buildTargetGroup, sceneCount, scenes }
project_get_packages
List installed UPM packages.
Parameters: None.
Returns: { success, manifest }
project_get_layers
Get all Layer definitions.
Parameters: None.
Returns: { success, count, layers }
project_get_tags
Get all Tag definitions.
Parameters: None.
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.
- 8d ago First seen · 102 lines · 19 tokens per session scan A db65862b6d72
unity-project is a skill published in the GitHub repository batihandev/unity-mcp-skills (6 stars, last pushed 1mo ago), licensed MIT. It adds 19 tokens to every session and 686 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
game-opportunity
A research workflow for finding promising opportunities to build small game websites. It checks new game names, search demand, competition, recent trends, and whether a playable game exists.
reversing-unity-il2cpp
Reverse engineer Unity games and apps built with IL2CPP or Mono, using Il2CppDumper, Il2CppInspector, and dnSpy. Use when an APK or IPA contains global-metadata.dat, libil2cpp.so, UnityFramework, or Assembly-CSharp.dll, when jadx shows only UnityPlayerActivity, or when the target is described as a Unity build.
hz-unity-meta-mixed-reality-utility-kit
Meta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development. Use when working with Scene API data (rooms, walls, floors, furniture), spawning prefabs on scene anchors, placing virtual objects in the real world, world locking to prevent anchor drift, raycasting against room geometry…
hz-unity-meta-movement-sdk-retargeting
Set up and tweak Meta Movement SDK (MSDK) retargeting for a character model. Use this whenever the user wants to retarget a humanoid FBX/prefab for Meta Quest body tracking, generate a retargeting config, or hand-edit the resulting .json (fix known-joint mappings, exclude joints from auto-mapping, rename target…
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-unity-face-tracking
Drive ARKit-blendshape-rigged head/face models in Unity with the wearer's facial expressions on Meta Quest via Meta Movement SDK (face tracking + A2E). Use when a user has an FBX with the 52 ARKit blendshapes (any prefix, L/R suffixes) and wants it to animate from face tracking on Quest Pro / Quest 3 / Quest 3S.