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 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/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/validation"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/validation.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 | $0.00020 | $0.01332 |
| Opus 5.5 | $0.00008 | $0.00533 |
| Sonnet 5.5 | $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 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 — 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.
- 1mo 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 (6 stars, last pushed 12d ago), licensed MIT. It adds 20 tokens to every session and 1,332 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.