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
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 Besty0728/Unity-Skills --skill manual-componentgit clone --depth 1 https://github.com/Besty0728/Unity-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/besty0728/unity-skills/manual-component)<a href="https://agentmods.dev/skills/besty0728/unity-skills/manual-component"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/manual-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.
<a href="https://agentmods.dev/skills/besty0728/unity-skills/manual-component"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/manual-component.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 | $0.00036 | $0.00716 |
| Opus 5.5 | $0.00014 | $0.00286 |
| Sonnet 5.5 | $0.00007 | $0.00143 |
| Haiku 4.5 | $0.00004 | $0.00072 |
Grade A, and why
unity-manual-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 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 — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Triggers
- Adding a single component to a GameObject
- Tuning component fields in the Inspector
- Reordering components on one object
- Copying component values to another object
Manual Component Tasks
Step-by-step instructions for component operations inside the Unity Editor. Paths assume the default English Unity UI; translate the labels into the user's Unity language when replying.
When to guide manually vs automate
Guide manually when the user can finish the task in 3 clicks or fewer: adding one common component, tweaking a few exposed fields, or copying a single component value.
Automate when the task involves adding components to many objects, batch-configuring serialized fields, reflecting over property names, or enabling/disabling many components at once — use the component REST module instead.
Add a component
Step 1 — Select the GameObject
Select the target object in the Hierarchy or Scene view.
Step 2 — Open Add Component
At the bottom of the Inspector, click Add Component.
Step 3 — Choose the component
- Type a name in the search box (e.g.,
Rigidbody). - Or navigate the category list (
Physics > Rigidbody). - Click the component to add it.
Alternative paths:
Component > Physics > RigidbodyComponent > Mesh > Mesh RendererComponent > Audio > Audio Source
Configure common fields
Step 1 — Expand the component in the Inspector
Click the component header if it is collapsed.
Step 2 — Edit exposed fields
- Drag sliders or numeric fields.
- Click color swatches to open the color picker.
- Drag asset references (Materials, AudioClips, Prefabs) into object fields.
- Toggle checkboxes for bool fields.
- Choose enum values from dropdowns.
Tip: Hover a field label for the tooltip. The field name shown in the Inspector is the human-readable label, not always the exact serialized property name.
Reorder components
Step 1 — Drag the component header
In the Inspector, click and drag the grey header bar of a component.
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 · 87 lines · 36 tokens per session scan A a18e94caf76f
unity-manual-component is a skill published in the GitHub repository Besty0728/Unity-Skills (1,873 stars, last pushed today), licensed MIT. It adds 36 tokens to every session and 716 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 2026-08-30.
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