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.
Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/Besty0728/Unity-Skillsnpx agentmods add skills/besty0728/unity-skills/hybridclrWrote 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/besty0728/unity-skills/hybridclr)<a href="https://agentmods.dev/skills/besty0728/unity-skills/hybridclr"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/hybridclr/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/besty0728/unity-skills/hybridclr"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/hybridclr.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00015 | $0.05261 |
| Opus 5 | $0.00008 | $0.02631 |
| Sonnet 5 | $0.00003 | $0.01052 |
| Haiku 4.5 | $0.00002 | $0.00526 |
Grade A, and why
unity-hybridclr 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 10d 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 — 193 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
- Configuring hot-update assemblies
- Compiling hot-update DLLs
- Generating AOTGenericReferences/link.xml
- Diagnosing HybridCLR setup
- Wiring output into YooAsset builds
- 配置热更程序集、编译热更 DLL、生成 AOTGenericReferences/link.xml、排查 HybridCLR 环境、把产物接进 YooAsset 打包链路
Unity HybridCLR Skills
Editor-side automation for HybridCLR — the zero-cost native C# hot-update solution for IL2CPP. Covers settings CRUD, installation probing, hot-update assembly compilation, the prebuild generation pipeline, and artifact staging for a YooAsset bundle build.
This module holds zero direct references to the package. Every call resolves through reflection against the HybridCLR.Editor assembly, so the UnitySkills Editor assembly compiles identically whether or not HybridCLR is installed — there is no scripting define to set and no recompile needed after installing.
Requires:
com.code-philosophy.hybridclr(API anchored to 8.12.0), IL2CPP scripting backend, Unity 2019.4+ (2022.3+ recommended). Companion modules: yooasset for shipping the compiled DLLs as bundles, yooasset-design for the runtime loading contract, asmdef for assembly-boundary design.
Guardrails
Operating Mode (v1.9 three-tier):
- Approval (default): the seven read-only skills —
hybridclr_status,hybridclr_install_status,hybridclr_get_paths,hybridclr_settings_get,hybridclr_validate_setup,hybridclr_get_hotupdate_dlls,hybridclr_aot_generic_refs— areSemiAutoand run directly.hybridclr_settings_setandhybridclr_copy_hotupdate_dllsare FullAuto: onMODE_RESTRICTED, run the grant protocol. - Auto-forbidden (NeverInSemi,
RiskLevel="high"):hybridclr_compile_dlls,hybridclr_generate_all,hybridclr_generate_step. Reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returnsMODE_FORBIDDEN. This is deliberate — all three block the Editor main thread for minutes. - When the package is missing, every skill except
hybridclr_statusreturns aMISSING_PACKAGEerror with install instructions. When the package is present but a reflected member cannot be resolved (version drift), the skill returnsMISSING_PACKAGEnaming the exact member instead of throwing.
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.
- 10d ago First seen · 193 lines · 15 tokens per session scan A ff62fa11de39
unity-hybridclr is a skill published in the GitHub repository Besty0728/Unity-Skills (1,727 stars, last pushed today), licensed MIT. It adds 15 tokens to every session and 5,261 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 2026-08-30.
Other skills, from other repositories
reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
script-read
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.
script-update-or-create
Write a .cs script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via requestId after Unity finishes the triggered compilation. Use…