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 scriptgit 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/script)<a href="https://agentmods.dev/skills/besty0728/unity-skills/script"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/script/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/script"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/script.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 | $0.00011 | $0.01257 |
| Opus 5.5 | $0.00004 | $0.00503 |
| Sonnet 5.5 | $0.00002 | $0.00251 |
| Haiku 4.5 | $0.00001 | $0.00126 |
Grade A, and why
unity-script scanned grade A with 1 finding 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 17d 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.
Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
- One call gets the compile result: GET the returned `waitUrl` (`/jobs/<jobId>?wait=90`), e.g. `curl -s --retry 20 --retry-connrefused --retry-all-errors --retry-delay 2 "http://localhost:<port>/jobs/<jobId>?wait=90"`. I How it starts
The opening of the file, as written. The whole thing — 57 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Triggers
- Authoring or editing C# code
- Searching across scripts
- Refactoring file layout
- Checking compile errors
- 编写或编辑 C# 代码、跨脚本搜索、重构文件布局、检查编译错误
Unity Script Skills
Create, edit, move and inspect C# scripts and get their compile result. Parameters come from the schema (recommend includeSchema=true or /skills/schema?names=), which notes the non-obvious ones — never from a skill's name. Execution and dryRun rules: root SKILL.md.
Operating Mode
Read-only SemiAuto skills run directly in every mode: script_read, script_list, script_find_in_file, script_get_info, script_get_compile_feedback. All 7 writers — script_create, script_create_batch, script_replace, script_append, script_rename, script_move, script_delete — are MayTriggerReload + RiskLevel:"high" (a written .cs reloads the domain; script_delete is also Delete), so they are NeverInSemi: Approval and Auto return MODE_FORBIDDEN, and only Bypass or an Allowlist hit runs them. Never request a grant for them → operating mode.
Compile and reload
- Every write returns at once:
{success, status: "accepted", path, jobId, waitUrl, serverAvailability}; compilation follows, and the server is briefly unreachable during the domain reload. - One call gets the compile result: GET the returned
waitUrl(/jobs/<jobId>?wait=90), e.g.curl -s --retry 20 --retry-connrefused --retry-all-errors --retry-delay 2 "http://localhost:<port>/jobs/<jobId>?wait=90". It answers once compilation settles: jobstatuscompleted, orfailedon compile errors, with diagnostics inresultData.compilation(isCompiling,hasErrors,errorCount,errors: [{type, message, file, line}]). During the reload it may refuse or return503: repeat the same URL;waitTimedOut: truemeans GET it again. script_get_compile_feedback(scriptPath)returns the same diagnostics on demand. Fix errors first:component_addfinds a new MonoBehaviour only after a clean compile.checkCompile: falseskips the diagnostics;diagnosticLimitcaps them (default 20).
What ships with it
12 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
- reference/script_append.md 1.4 KB
- reference/script_create_batch.md 1.6 KB
- reference/script_create.md 2.5 KB
- reference/script_delete.md 431 B
- reference/script_find_in_file.md 595 B
- reference/script_get_compile_feedback.md 638 B
- reference/script_get_info.md 533 B
- reference/script_list.md 391 B
- reference/script_move.md 598 B
- reference/script_read.md 258 B
- reference/script_rename.md 735 B
- reference/script_replace.md 857 B
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.
- 17d ago Changed · -220 lines 5f271ac189b8
- 1mo ago First seen · 277 lines · 11 tokens per session scan A e59755fc6acb
unity-script is a skill published in the GitHub repository Besty0728/Unity-Skills (1,873 stars, last pushed today), licensed MIT. It adds 11 tokens to every session and 1,257 once invoked, about $0.0000 per session on Opus 5.5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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script-execute
Compiles and runs C# in the Unity Editor (Roslyn): plain statements with the last expression as the result, or a full class with a static method. See the skill body for the modes, usings/include and Unity object parameters.
script-delete
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.
script-read
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.
script-update-or-create
Write a .cs script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via requestId after Unity finishes the triggered compilation. Use…
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