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 agentmods add skills/besty0728/unity-skills/prefabnpx skills add Besty0728/Unity-Skills --skill prefabgit 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/prefab)<a href="https://agentmods.dev/skills/besty0728/unity-skills/prefab"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/prefab.svg" alt="Measured on agentmods" height="20"></a>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 | $0.00009 | $0.03128 |
| Opus 5 | $0.00005 | $0.01564 |
| Sonnet 5 | $0.00002 | $0.00626 |
| Haiku 4.5 | $0.00001 | $0.00313 |
Grade A, and why
unity-prefab 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 5d 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 — 269 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
- Creating or editing prefabs
- Instantiating or applying prefab changes
- Finding instances in scenes
- Creating prefab variants
- 创建或编辑预制体、实例化或应用预制体改动、在场景中查找实例、创建预制体变体
Unity Prefab Skills
BATCH-FIRST: Use
prefab_instantiate_batchwhen spawning 2+ prefab instances.
Operating Mode
Approval 模式下本模块为 Mixed —— 只读 skill prefab_get_overrides / prefab_find_instances(标 ReadOnly = true, Mode = SkillMode.SemiAuto)可直接执行;其余 9 个写类 skill (prefab_create / prefab_instantiate / prefab_instantiate_batch / prefab_apply / prefab_unpack / prefab_revert_overrides / prefab_apply_overrides / prefab_create_variant / prefab_set_property) 为 SkillMode.FullAuto,需用户 grant 单次执行返结果。Auto / Bypass 直接执行。本模块不含 NeverInSemi 高危 skill(无 Delete / PlayMode / Reload)。
DO NOT (common hallucinations):
prefab_create_from_objectdoes not exist → useprefab_create(takes scene object name/instanceId and savePath)prefab_spawndoes not exist → useprefab_instantiateprefab_edit/prefab_modifydo not exist → useprefab_set_property(edit prefab asset directly) or instantiate, modify, thenprefab_applyprefab_savedoes not exist → useprefab_apply(applies instance changes to source prefab)
Routing:
- To modify components on a prefab instance in scene → use
componentmodule skills, thenprefab_apply - To set a property directly on the prefab asset →
prefab_set_property(this module) - To find all instances of a prefab →
prefab_find_instances(this module)
Skills Overview
| Single Object | Batch Version | Use Batch When |
|---|---|---|
prefab_instantiate |
prefab_instantiate_batch |
Spawning 2+ instances |
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.
- 5d ago First seen · 269 lines · 9 tokens per session scan A d0f05b604cce
unity-prefab is a skill published in the GitHub repository Besty0728/Unity-Skills (1,701 stars, last pushed yesterday), licensed MIT. It adds 9 tokens to every session and 3,128 once invoked, about $0.0000 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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