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 terraingit 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/terrain)<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/terrain"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/terrain/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/terrain"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/terrain.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 | $0.02046 |
| Opus 5 | $0.00011 | $0.01023 |
| Sonnet 5 | $0.00004 | $0.00409 |
| Haiku 4.5 | $0.00002 | $0.00205 |
Grade A, and why
unity-terrain 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 9d 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 — 194 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Terrain Skills
Overview
Note: Terrain operations require an existing Terrain in the scene, or use
terrain_createto generate one.
Common Mistakes
DO NOT (common hallucinations):
terrain_set_texturedoes not exist → useterrain_paint_texturewith layer index and brush parametersterrain_add_tree/terrain_add_grassdo not exist → these require Unity Terrain tools or custom scriptsterrain_set_sizedoes not exist → terrain dimensions are set at creation viaterrain_createterrain_import_heightmap/terrain_set_heightsdo not exist → useterrain_set_heights_batchwith a 2D heights array ([z][x]values 0-1)
Routing:
- For terrain material → use
materialmodule on terrain's material - For objects on terrain → use
gameobjectmodule to create/place objects
Skills Overview
| Skill | Description |
|---|---|
terrain_create |
Create new Terrain with TerrainData |
terrain_get_info |
Get terrain size, resolution, layers |
terrain_get_height |
Get height at world position |
terrain_set_height |
Set height at normalized coords |
terrain_set_heights_batch |
Batch set heights in region |
terrain_add_hill |
⭐ Add smooth hill with radius and falloff |
terrain_generate_perlin |
⭐ Generate natural terrain using Perlin noise |
terrain_smooth |
⭐ Smooth terrain to reduce sharp edges |
terrain_flatten |
⭐ Flatten terrain to target height |
terrain_paint_texture |
Paint texture layer at position |
Skills
terrain_create
Create a new Terrain GameObject with TerrainData asset.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name |
string | No | "Terrain" | Terrain name |
width |
int | No | 500 | Terrain width (X) |
length |
int | No | 500 | Terrain length (Z) |
height |
int | No | 100 | Max terrain height (Y) |
heightmapResolution |
int | No | 513 | Heightmap resolution (power of 2 + 1) |
x, y, z |
float | No | 0 | Position |
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.
- 9d ago First seen · 194 lines · 22 tokens per session scan A 988790449bbb
unity-terrain is a skill published in the GitHub repository batihandev/unity-mcp-skills (6 stars, last pushed 1mo ago), licensed MIT. It adds 22 tokens to every session and 2,046 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.
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