unity-manual-component

unity-manual-component is a skill for Claude Code, Codex from Besty0728/Unity-Skills. It costs 36 tokens per session (716 once invoked), scanned A, original, MIT.

A step-by-step guide for manually adding, configuring, reordering, or copying components on Unity GameObjects through the Unity Editor's Inspector.

In plain words
What is it for?
Use it to add a component, adjust its exposed settings, reorder components, or copy a component's values to another object.
Why use it?
It makes small one-off Unity object changes clear without requiring scripts or automation.

Skill for Claude CodeCodex

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

Good fit Use it to add a component, adjust its exposed settings, reorder components, or copy a component's values to another object.

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Install with agentmods
npx agentmods add skills/besty0728/unity-skills/manual-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 · 1,873 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 manual-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-manual-component

README.md
[![agentmods](https://agentmods.dev/badge/skills/besty0728/unity-skills/manual-component/github.svg)](https://agentmods.dev/skills/besty0728/unity-skills/manual-component)
Your own site
<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.

agentmods 80×15 button for unity-manual-component

Your own site · 80×15
<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>
Per session 36 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 716 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 $0.00036 $0.00716
Opus 5.5 $0.00014 $0.00286
Sonnet 5.5 $0.00007 $0.00143
Haiku 4.5 $0.00004 $0.00072

Measured 1mo ago against content hash a18e94caf76f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

SkillsForUnity/unity-skills~/skills/manual-component/SKILL.md · 87 lines

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 > Rigidbody
  • Component > Mesh > Mesh Renderer
  • Component > 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.

Read the full file on GitHub · 87 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. 1mo ago First seen · 87 lines · 36 tokens per session scan A a18e94caf76f

Subscribe to this mod's changes

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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