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 agentmods add skills/batihandev/unity-mcp-skills/validationnpx skills add batihandev/unity-mcp-skills --skill validationgit 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/validation)<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/validation"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/validation.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 | $0.00020 | $0.01332 |
| Opus 5 | $0.00010 | $0.00666 |
| Sonnet 5 | $0.00004 | $0.00266 |
| Haiku 4.5 | $0.00002 | $0.00133 |
Grade A, and why
unity-validation 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 5d 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 — 163 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Validation Skills
Overview
Maintain project health - find problems, clean up, and validate your Unity project.
Common Mistakes
DO NOT (common hallucinations):
- Validation skill routes use the
validate_*prefix, notvalidation_* validation_run/validation_checkdo not exist → use specific skills such asvalidate_scene,validate_project_structure,validate_missing_referencesvalidation_fixdoes not exist → validation skills report issues; use other modules to fix themvalidation_cleandoes not exist → usecleanermodule for cleanup operations
Routing:
- For unused/duplicate asset cleanup → use
cleanermodule - For missing script fix →
cleaner_fix_missing_scripts(cleaner module) - For compile errors →
script_get_compile_feedback(script module)
Skills Overview
| Skill | Description |
|---|---|
validate_scene |
Comprehensive scene validation |
validate_find_missing_scripts |
Find objects with missing scripts |
validate_fix_missing_scripts |
Remove missing script components |
validate_cleanup_empty_folders |
Remove empty folders |
validate_find_unused_assets |
Find potentially unused assets |
validate_texture_sizes |
Check texture sizes |
validate_project_structure |
Get project overview |
validate_missing_references |
Find null/missing object references on components |
validate_mesh_collider_convex |
Find non-convex MeshColliders |
validate_shader_errors |
Find shaders with compilation errors |
Skills
validate_scene
Comprehensive scene validation.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
checkMissingScripts |
bool | No | true | Check for missing scripts |
checkMissingPrefabs |
bool | No | true | Check for missing prefabs |
checkDuplicateNames |
bool | No | false | Check duplicate names |
Returns: {success, sceneName, totalIssues, missingScripts, missingPrefabs, duplicateNames}
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.
- 5d ago First seen · 163 lines · 20 tokens per session scan A 9ac9ab525d44
unity-validation is a skill published in the GitHub repository batihandev/unity-mcp-skills (5 stars, last pushed 1mo ago), licensed MIT. It adds 20 tokens to every session and 1,332 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-memory-asset-pressure
Use to find memory/disk pressure from assets: large files, textures, audio, video, ML models, and Addressables that should be remote.