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/bigdra50/unity-cli/unity-assetnpx skills add bigdra50/unity-cli --skill unity-assetgit clone --depth 1 https://github.com/bigdra50/unity-cliWhat 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 | $0.00059 | $0.00573 |
| Opus 5 | $0.00030 | $0.00287 |
| Sonnet 5 | $0.00012 | $0.00115 |
| Haiku 4.5 | $0.00006 | $0.00057 |
Grade A, and why
unity-asset 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 2d 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.
What it actually says
unity-asset
PREREQUISITE:
../unity-shared/SKILL.md(Relay Server 経由で Unity Editor が起動/アクティブであること)skill 経由のコマンドは必ず
-i <instance>を付ける (unity-shared #インスタンス指定)。
調査フロー
1. アセット情報 u -i <instance> asset info <path>
2. 依存関係 u -i <instance> asset deps <path>
3. 参照元 u -i <instance> asset refs <path>
4. 問題検出 → 修正 → /unity-verify
コマンド
アセット操作
u -i <instance> asset info "Assets/Prefabs/Player.prefab" # 基本情報
u -i <instance> asset deps "Assets/Prefabs/Player.prefab" # 依存先一覧
u -i <instance> asset refs "Assets/Prefabs/Player.prefab" # 参照元一覧
u -i <instance> asset prefab "Assets/Prefabs/X.prefab" --target "X" # Prefab 化
u -i <instance> asset scriptable-object "Assets/Data/Config.asset" --type "GameConfig"
パッケージ管理
u -i <instance> package list # インストール済みパッケージ
u -i <instance> package add com.unity.inputsystem # 追加
u -i <instance> package remove com.unity.inputsystem # 削除
CLI 非対応操作
unity-shared のフォールバック順に従う:
u -i <instance> api schema --type AssetDatabaseで対応メソッドを検索 (107メソッド)u -i <instance> api callで実行- .meta インポート設定は YAML 直接編集
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.
- 2d ago First seen · 57 lines · 59 tokens per session scan A 33b0b4759fe6
unity-asset is a skill published in the GitHub repository bigdra50/unity-cli (39 stars, last pushed 2mo ago), licensed MIT. It adds 59 tokens to every session and 573 once invoked, about $0.0003 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
unity
Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…
uloop-execute-dynamic-code
Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for reachable scene/component state, scene/prefab/menu automation, and PlayMode checks.
uloop-simulate-mouse-input
Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay mouse clicks, long-press (LongPress), movement delta (MoveDelta/SmoothDelta), or scroll. Use --dry-run to check what a Game View coordinate hits in 3D physics before clicking (works in EditMode; no Input System required). Use…
uloop-pause-point
Pauses Unity playback at any source file:line without editing code or recompiling, and returns a snapshot of the locals, parameters, and instance fields at that exact frame. Use for bug investigation, PlayMode/E2E verification, checking variable values at a specific frame, or confirming that a code path executed.
uloop-screenshot
Capture Unity Editor windows or Game View rendering as PNG. Use for visual checks, debugging, documentation, or annotated UI element coordinates.
uloop-simulate-keyboard
Simulate keyboard input in PlayMode through Unity Input System. Use for key presses, holds (via Press --duration or KeyDown/KeyUp), releases, and game controls such as WASD or Space. Requires the Input System package (com.unity.inputsystem).