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/projectnpx skills add Besty0728/Unity-Skills --skill projectgit 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/project)<a href="https://agentmods.dev/skills/besty0728/unity-skills/project"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/project.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 | $0.00010 | $0.01060 |
| Opus 5 | $0.00005 | $0.00530 |
| Sonnet 5 | $0.00002 | $0.00212 |
| Haiku 4.5 | $0.00001 | $0.00106 |
Grade A, and why
unity-project 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 4d 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 — 106 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
- Checking Unity version
- Detecting render pipeline
- Listing installed shaders/packages
- 查看 Unity 版本、判断渲染管线、列出已装 shader/包
Project Skills
Project information and configuration.
Operating Mode
build_player 为 RiskLevel=high 的实际出包操作,仅 Bypass 或 Allowlist 放行后可执行;project_add_tag 默认 FullAuto。其余 8 个查询 skill 均为 SemiAuto 只读操作。
Player Settings、Build Settings、Layer 通过本模块只读获取;如需编辑,请使用
editor_execute_menu打开Edit/Project Settings...或File/Build Settings...。注意editor_execute_menu自身是 auto-forbidden(editor 模块,标MayTriggerReload = true):Approval 和 Auto 下都返MODE_FORBIDDEN且 grant 不解锁,仅 Bypass 或 Allowlist 命中可调。其他模式下只能改为指导用户手动打开这些窗口。
DO NOT (common hallucinations):
project_savedoes not exist → usescene_save(scene module) oreditor_execute_menumenuPath="File/Save" —— 两者都是 auto-forbidden(RiskLevel="high"/MayTriggerReload),仅 Bypass 或 Allowlist 可调project_settingsdoes not exist → use specific skills:project_get_render_pipeline,project_get_build_settings, etc.project_set_resolution/project_set_player_settingsdo not exist → Player Settings are read-only viaproject_get_player_settings; to edit, open Project Settings viaeditor_execute_menuwithEdit/Project Settings...(该 skill auto-forbidden,仅 Bypass 或 Allowlist 可调,否则请指导用户手动打开)project_createdoes not exist → projects are created via Unity Hub, not REST API
Routing:
- For graphics / quality / SRP configuration → use the
graphicsmodule - For Layer/Tag management →
project_add_tag(this module); Layers are read-only viaproject_get_layers(编辑需editor_execute_menu→Edit/Project Settings...,而该 skill auto-forbidden,仅 Bypass 或 Allowlist 可调) - For inspecting build settings →
project_get_build_settings; for producing a player →build_player
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.
- 4d ago First seen · 106 lines · 10 tokens per session scan A c37626216f14
unity-project is a skill published in the GitHub repository Besty0728/Unity-Skills (1,701 stars, last pushed yesterday), licensed MIT. It adds 10 tokens to every session and 1,060 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.
Other skills, from other repositories
16-marketing-psychology-global
Use when persuasion principles have to be applied to a specific asset — reciprocity, scarcity, authority, social proof, liking, commitment, and unity mapped onto copy, a landing page, an email, or an ad, each with a hypothesis and a test plan. Trigger on 'marketing psychology', 'Cialdini', 'persuasion principles'…
new-littlejs-game
Scaffold a brand-new, complete playable game project — LittleJS engine included, opens straight from disk in a browser with no server, smallest playable loop written for you. TRIGGER on ANY request to make/create/start/build a game when no other engine or framework is named — "make me a pong game", "make a breakout…
littlejs-conventions
LittleJS game engine (littlejsengine) conventions — REQUIRED before answering, writing, editing, reviewing, or debugging ANY LittleJS code, including one-line questions about a snippet. TRIGGER whenever "LittleJS" appears, or the code uses…
atlas-shape-art
Use when a LittleJS game's visuals are geometric/abstract/neon shapes or it has many round entities (orbs, gems, bubbles, asteroids, particles, stars), OR when speeding up a game that calls many drawCircle/drawEllipse/drawPoly/drawRegularPoly per frame. Renders shapes as tinted atlas tiles instead.
dotcraft-unity
Use when dotcraft-unity MCP 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 rules.
littlejs-api
Use when you need the exact signature, parameter order, defaults, or existence of a LittleJS engine symbol — e.g. drawTile arguments, the ParticleEmitter constructor, Timer or Sound methods, EngineObject properties, tile/TileInfo helpers. Look the symbol up instead of guessing from memory; LittleJS argument orders are…