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 navmeshgit 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/navmesh)<a href="https://agentmods.dev/skills/besty0728/unity-skills/navmesh"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/navmesh/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/navmesh"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/navmesh.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 | $0.00010 | $0.01579 |
| Opus 5 | $0.00005 | $0.00790 |
| Sonnet 5 | $0.00002 | $0.00316 |
| Haiku 4.5 | $0.00001 | $0.00158 |
Grade A, and why
unity-navmesh 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 — 148 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
- Setting up navigation
- Baking a NavMesh
- Testing agent paths
- Tuning bake parameters
- 搭建导航、烘焙 NavMesh、测试 Agent 路径、调整烘焙参数
NavMesh Skills
Bake / clear NavMesh data, calculate paths, sample positions, and configure NavMeshAgent / NavMeshObstacle components.
Operating Mode
- Approval:查询类 skill(
navmesh_calculate_path/navmesh_sample_position/navmesh_get_settings,源码标SkillMode.SemiAuto)直接执行;变更类(navmesh_bake/navmesh_add_agent/navmesh_set_agent/navmesh_add_obstacle/navmesh_set_obstacle/navmesh_set_area_cost,标SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。 - Auto / Bypass:所有未被禁列表拦截的 skill 直接执行。
- 本模块含 Delete 类 skill:
navmesh_clear标记为SkillOperation.Delete,会被IsForbiddenInSemi静态拦截 —— 仅 Bypass 模式或将其加入 Allowlist 才能调用。 navmesh_bake同步阻塞主线程;大场景可能很慢,调用前提醒用户。
DO NOT (common hallucinations):
navmesh_createdoes not exist → usenavmesh_baketo generate NavMeshnavmesh_add_agent_component/navmesh_set_agent_speeddo not exist → usenavmesh_add_agent+navmesh_set_agent(convenience wrappers), orcomponent_add/component_set_propertyfor full control- NavMesh must be re-baked after scene geometry changes
Routing:
- For NavMeshAgent/NavMeshObstacle components → use
componentmodule - For path calculation →
navmesh_calculate_path(this module)
Skills
navmesh_bake
Bake the NavMesh (Synchronous). Warning: blocks the Editor, can be slow on large scenes. Parameters: None.
navmesh_clear
Clear the NavMesh data. Parameters: None.
navmesh_calculate_path
Calculate a path between two points. Parameters:
startX,startY,startZ(float): Start position.endX,endY,endZ(float): End position.areaMask(int, optional): NavMesh area mask.
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 · 148 lines · 10 tokens per session scan A 1ecf63d1d82a
unity-navmesh is a skill published in the GitHub repository Besty0728/Unity-Skills (1,727 stars, last pushed today), licensed MIT. It adds 10 tokens to every session and 1,579 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.
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