unity-component

unity-component is a skill for Claude Code, Codex from Besty0728/Unity-Skills. It costs 7 tokens per session (1,548 once invoked), scanned A, original, MIT.

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

Written for no agent in particular: nothing here depends on one.

Good fit Use it to manage components on one or more Unity objects, read or change their saved fields, and copy component settings between objects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/besty0728/unity-skills/component
About the project

UnitySkills is a REST API-based automation engine that lets AI coding agents control Unity Editor projects, including scenes and other editor operations. It is for developers using Unity with supported coding agents and IDEs. The catalogue skills and commands provide the agent workflows used to operate Unity projects through the engine.

Besty0728/Unity-Skills · 1,864 stars · on GitHub · micostar.cc

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.

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.

Wrote 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.

agentmods badge for unity-component

README.md
[![agentmods](https://agentmods.dev/badge/skills/besty0728/unity-skills/component/github.svg)](https://agentmods.dev/skills/besty0728/unity-skills/component)
Your own site
<a href="https://agentmods.dev/skills/besty0728/unity-skills/component"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/component/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.

agentmods 80×15 button for unity-component

Your own site · 80×15
<a href="https://agentmods.dev/skills/besty0728/unity-skills/component"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/component.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 7 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,548 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 5.1 $0.00007 $0.01548
Opus 5.5 $0.00003 $0.00619
Sonnet 5.5 $0.00001 $0.00310
Haiku 4.5 $0.00001 $0.00155

Measured yesterday against content hash ab218c450bf8, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 yesterday.

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 · 65 lines

How it starts

The opening of the file, as written. The whole thing — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Add, remove, copy, toggle and edit components. Parameters come from the schema (recommend includeSchema=true or /skills/schema?names=), which notes the non-obvious ones — never from a skill's name. Execution, dryRun and verification rules: root SKILL.md.

Operating Mode

component_list, component_get_methods, component_get_methods_batch, component_get_properties, component_get_serialized_properties are SemiAuto (read-only); every writer is FullAuto. component_remove / component_remove_batch (Operation.Delete) and component_invoke_method* (high risk) are NeverInSemi: MODE_FORBIDDEN under Approval/Auto, run only under Bypass or an Allowlist hit → operating mode.

Shared rules

  • Targets: single-object skills take name, instanceId or path (plus entityId, resolved to the path), matched like GameObjects: an ambiguous fuzzy name returns TARGET_NOT_FOUND with candidates, non-exact matches are listed in resolutionNotes. Batch items take only name / instanceId / path: an entityId item key is ignored (named in warnings), so the item finds no target. component_copy* use source* / target* identifiers.
  • componentType (required): the class name — Rigidbody, BoxCollider, Namespace.ClassName for custom scripts. Unity, UI, TextMeshPro, Cinemachine and Input System namespaces are searched first, then a case-insensitive scan that takes the first matching type; the response's component / fullTypeName show what was resolved.
  • Two naming schemes: component_set_property / component_get_properties use C# member names (mass, isKinematic; matched case-insensitively, private fields writable too). component_get_serialized_properties / component_set_serialized_property use SerializedProperty paths (m_Mass, items.Array.data[0]; a bare mass is retried as m_Mass). To convert, drop m_ and lowercase the first letter; an m_ name sent to component_set_property fails with "Property/field not found" and lists the writable members.
  • Value source (component_set_property, its batch, batch_preview_set_property): exactly one of assetPath (project asset) > referencePath (scene object by path) / referenceName (by name, first match) > value, checked in that order; a lower one sent alongside is silently ignored. Sending none writes the type's default (0 / false / null).
  • value encoding: numbers and bools (true/false, 1/0, yes/no, on/off; others rejected) as JSON or strings; enums by member name, case-insensitive; vectors, Quaternion (3 values = euler, 4 = xyzw), Rect (x,y,w,h) and Bounds (cx,cy,cz,sx,sy,sz) as comma strings ("1,2,3"); colours as "r,g,b[,a]" (0–1), #RRGGBB[AA] or a name (red, green, blue, white, black, yellow, cyan, magenta, gray/grey, clear); LayerMask as a layer name or an integer mask. The JSON object form ({"x":1,"y":2,"z":3}, {"r":1,"g":0,"b":0}) works only for Vector2/3/4 and Color/Color32, with every component required (colour a defaults to 1; an explicit null counts as missing); partial objects, unknown keys and non-numbers are rejected naming the expected keys.
  • Read-back: component_set_property returns valueSet read from the component after the write, plus valueRequested only when the setter clamped or normalised it; component_set_serialized_property re-reads after applying. No follow-up read needed.
  • Property/add/remove batches: all-or-nothing — one failed item reverts the whole call (rolledBack:true, other items reverted:true); unknown item keys are named in warnings.

Read the full file on GitHub · 65 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. yesterday Changed ab218c450bf8
  2. 14d ago Changed · -327 lines 3b3967cdb9ad
  3. 1mo 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 (1,864 stars, last pushed today), licensed MIT. It adds 7 tokens to every session and 1,548 once invoked, about $0.0000 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 2026-08-30.

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