unity-component

A set of controls for managing components attached to Unity GameObjects. A GameObject is an object in a Unity game scene, while components provide its behavior and settings.

In plain words
What is it for?
Use it to manage components on one or more Unity objects, read or change their saved fields, and copy component settings between objects.
Why use it?
It provides a defined way to inspect, enable, disable, add, remove, copy, and edit those components.

Skill for Claude CodeCodex

Install

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.

agentmods
npx agentmods add skills/besty0728/unity-skills/component
Any agent
npx skills add Besty0728/Unity-Skills --skill component
Clone the repo
git clone --depth 1 https://github.com/Besty0728/Unity-Skills

Made for: Claude Code, Codex.

Per session 7 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,958 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5 $0.00007 $0.04958
Opus 5 $0.00003 $0.02479
Sonnet 5 $0.00001 $0.00992
Haiku 4.5 $0.00001 $0.00496

Measured 2d ago against content hash fe510ca34cfc, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-component 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 2d 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.

SkillsForUnity/unity-skills~/skills/component/SKILL.md · 392 lines

How it starts

The opening of the file, as written. The whole thing — 392 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Attaching or removing components
  • Copying components between objects
  • Toggling components
  • Reading/writing serialized fields
  • 挂载或移除组件、在对象间复制组件、开关组件、读写序列化字段

Unity Component Skills

BATCH-FIRST: Use *_batch skills when operating on 2+ objects to reduce API calls from N to 1.

Operating Mode

  • Approval:本模块 Mixed —— component_list / component_get_propertiesSkillMode.SemiAuto,可直接执行;写类 skill (component_add / component_set_property / component_set_enabled / component_copy 等) 标 SkillMode.FullAuto,需 grant 单次执行返结果。
  • Auto / Bypass:FullAuto 直接执行。
  • 含 NeverInSemi 高危 skillcomponent_remove / component_remove_batch(Operation.Delete)。这些在 Approval/Auto 下返 MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。

DO NOT (common hallucinations):

  • component_create / component_get do not exist → use component_add (add) and component_get_properties (read)
  • component_find does not exist → use component_list to list components on an object
  • componentType is case-sensitive — Rigidbody not rigidbody, BoxCollider not boxcollider
  • Custom scripts need exact class name; if namespaced, use Namespace.ClassName

Routing:

  • To create a C# component script → use script module's script_create first, then component_add
  • To set multiple properties at once → use component_set_property_batch
  • To enable/disable a component → component_set_enabled (not component_set_property)

Object Targeting: All single-object skills accept name (string), instanceId (int, preferred), and path (string, hierarchy path). Provide at least one.

Skills Overview

Single Object Batch Version Use Batch When
component_add component_add_batch Adding to 2+ objects
component_remove component_remove_batch Removing from 2+ objects
component_set_property component_set_property_batch Setting on 2+ objects
component_set_serialized_property component_set_serialized_property_batch Setting Inspector SerializedProperty paths

Read the full file on GitHub · 392 lines

Changes

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.

  1. 2d ago First seen · 392 lines · 7 tokens per session scan A fe510ca34cfc

Subscribe to this mod's changes

unity-component is a skill published in the GitHub repository Besty0728/Unity-Skills (1,695 stars, last pushed yesterday), licensed MIT. It adds 7 tokens to every session and 4,958 once invoked, about $0.0000 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 2026-08-30.

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