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 scriptdesigngit 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/scriptdesign)<a href="https://agentmods.dev/skills/besty0728/unity-skills/scriptdesign"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/scriptdesign/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/scriptdesign"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/scriptdesign.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 | $0.00993 |
| Opus 5.5 | $0.00004 | $0.00397 |
| Sonnet 5.5 | $0.00002 | $0.00199 |
| Haiku 4.5 | $0.00001 | $0.00099 |
Grade A, and why
unity-scriptdesign 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 1mo 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unity-scriptdesign — 88% identical, 21 lines differ
How it starts
The opening of the file, as written. The whole thing — 68 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
- Reviewing code quality
- Untangling tightly-coupled scripts
- Planning a refactor for maintainability
- 审查代码质量、理顺高耦合脚本、为可维护性规划重构
Unity Script Design Review
Use this skill before creating gameplay scripts, or after scripts are generated and need a design pass.
Review Checklist
- Responsibility: does the script have one clear job?
- Role: should it really be a
MonoBehaviour,ScriptableObject, or plain C# class? - Coupling: are dependencies explicit instead of hidden globals or deep scene lookups?
- Communication: should this be a direct reference, interface call, or event?
- Performance: is there unnecessary
Update, repeatedFind, avoidable allocation, or reflection in hot paths? - Lifecycle: are subscriptions, timers, and async work cleaned up clearly?
- Inspector UX: are serialized fields private, grouped, and explained?
- Testability: can the core logic move into a plain C# class?
- Naming: do class and field names explain intent without cryptic abbreviations?
Data Lifecycle Boundary
The Review Checklist above asks "where does this class live". Ask the same question for every field. Every piece of state has one of three lifecycles, and putting a field on the wrong one is the most common cause of "why did this break when the designer tweaked a value" and "why are my unit tests flaky".
| Lifecycle | When the value is decided | Where it belongs | Typical idiom |
|---|---|---|---|
| Authoring-time | By a designer in the Editor, before Play | ScriptableObject asset, or [SerializeField] private on a prefab |
Immutable at runtime; read via _config.Speed |
| Composition-time | Once per scene/instance, at Awake/Start |
private field, assigned from GetComponent / GetComponentInChildren / ctor arg |
Cached reference, no per-frame lookup |
| Runtime-mutable | Every frame or on gameplay events | private backing field + public read-only property + event |
Exposed via public float Health { get; private set; } + OnHealthChanged |
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.
- 1mo ago First seen · 68 lines · 11 tokens per session scan A b1ce164f3365
unity-scriptdesign is a skill published in the GitHub repository Besty0728/Unity-Skills (1,877 stars, last pushed yesterday), licensed MIT. It adds 11 tokens to every session and 993 once invoked, about $0.0000 per session on Opus 5.5. 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 2026-09-03.
Other skills, from other repositories
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…
godot-csharp
Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (Ready/Process/PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build…
unity-csharp-scripting
Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update…