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/scriptdesignnpx 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.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 | $0.00011 | $0.00993 |
| Opus 5 | $0.00005 | $0.00496 |
| Sonnet 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 yesterday.
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 — 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.
- yesterday First seen · 68 lines · 11 tokens per session scan A b1ce164f3365
unity-scriptdesign is a skill published in the GitHub repository Besty0728/Unity-Skills (1,707 stars, last pushed today), licensed MIT. It adds 11 tokens to every session and 993 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 2026-09-03.
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