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-scenegit 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-scene)<a href="https://agentmods.dev/skills/besty0728/unity-skills/manual-scene"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/manual-scene/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-scene"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/manual-scene.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 | $0.00032 | $0.00708 |
| Opus 5 | $0.00016 | $0.00354 |
| Sonnet 5 | $0.00006 | $0.00142 |
| Haiku 4.5 | $0.00003 | $0.00071 |
Grade A, and why
unity-manual-scene 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 9d 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 — 84 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Triggers
- Navigating the Scene view with the mouse and keyboard
- Saving the current scene
- Switching between loaded scenes or additive scene workflows
- Telling a user how to frame the camera on an object
Manual Scene Tasks
Step-by-step instructions for Scene view navigation and scene management 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: orbiting the view, saving, setting a scene active, or loading one additive scene.
Automate when the task involves querying scene contents, batch loading/unloading, dependency analysis, screenshot capture, or switching scenes programmatically across many scenes — use the scene REST module instead.
Navigate the Scene view
Step 1 — Orbit
Hold Alt and drag with the left mouse button to orbit around the current pivot.
Step 2 — Pan
Hold Alt and drag with the middle mouse button (or scroll wheel pressed) to pan.
Step 3 — Zoom
Scroll the mouse wheel to zoom in and out.
Step 4 — Focus on an object
Select a GameObject and press F to frame the Scene view on it.
Toggle 2D / orthographic view
Step 1 — Click the 2D toggle
In the Scene view toolbar, click the 2D button to switch between perspective and orthographic views (relevant for 2D projects or flat alignment).
Step 2 — Change projection with a hotkey
Press the scene-view toolbar shortcut Right-click > Perspective/Orthographic or use the dropdown on the view axis gizmo, depending on Unity version.
Save the current scene
Step 1 — Save
Press Ctrl + S.
Alternative path:
- Main menu
File > Save
Step 2 — Save as a new file
Choose File > Save As... and pick a location under Assets/.
Open a different scene
Step 1 — Open the scene asset
Double-click a .unity scene file in the Project window.
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.
- 9d ago First seen · 84 lines · 32 tokens per session scan A 216ea47e52e8
unity-manual-scene is a skill published in the GitHub repository Besty0728/Unity-Skills (1,723 stars, last pushed today), licensed MIT. It adds 32 tokens to every session and 708 once invoked, about $0.0002 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
pufferlib
Version-aware guidance for PufferLib reinforcement-learning environments, vectorization, policies, PuffeRL training, evaluation, and safe checkpoint review. Use when adapting Gymnasium/PettingZoo environments to published PufferLib 3.0.0 or working with the redesigned native 4.0 source line.
immersive-vibration-response
Provide autonomous, low-power haptic feedback and a playful, opinionated interaction style for players through the local ESP32 vibration bridge. Use for interactive games, embodied-agent play, roleplay, simulations, live narratives, and long-running creative or coding tasks whenever game events, decisions, task…
2dimg2motion
Use when a user provides one baseline image and requests game animation frames, sprite sequences, attack/walk/idle/hit/death/casting motion, transparent PNG frames, a spritesheet, keyframe prompts, or consistent whole-character pose animation.
dotcraft-unity
Use when dotcraft-unity MCP, CLI, or unityexecutecsharp is available, or when the user asks to inspect, automate, capture, or debug Unity Editor state, scenes, assets, Console logs, or GameView output. Provides background-first Unity Editor automation through MCP or CLI.
img2mo-learn
Learn reusable 2D motion-generation knowledge from user-specified action resources with /img2mo-learn . Use when the user provides videos, extracted frame sequences, spritesheets, Spine assets, generated outputs, failed attempts, or reference motion folders and wants to summarize animation timing, pose beats, style…
zu-article-image-skill
A skill for adding meaningful illustrations to finished Markdown articles. It places editable image prompts inside the article and can later generate the images after confirmation.