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-debugnpx skills add bigdra50/unity-cli --skill unity-debuggit 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 | $0.00051 | $0.00602 |
| Opus 5 | $0.00026 | $0.00301 |
| Sonnet 5 | $0.00010 | $0.00120 |
| Haiku 4.5 | $0.00005 | $0.00060 |
Grade A, and why
unity-debug 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.
What it actually says
unity-debug
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. エラー取得 u -i <instance> console get -l E,X | head -20
2. エラー分類 → コンパイルエラー / ランタイムエラー / Missing 系
3. コンテキスト収集 u -i <instance> scene hierarchy / u -i <instance> component inspect / u -i <instance> screenshot
4. 原因特定 → 修正 → /unity-verify で検証
エラー分類と対応
| エラー種別 | 対応 |
|---|---|
| CS0XXX (コンパイルエラー) | コード修正 → /unity-verify |
| NullReferenceException | u -i <instance> scene hierarchy + u -i <instance> component inspect で参照確認 |
| MissingReferenceException | u -i <instance> asset info でアセット存在確認 |
| MissingComponentException | u -i <instance> component list で確認 → u -i <instance> component add |
コンソール操作
u -i <instance> console get # 全ログ
u -i <instance> console get -l E | head -10 # Error のみ、先頭10件
u -i <instance> console get -l E,W # Error + Warning
u -i <instance> console clear # ログクリア
状態確認
u -i <instance> screenshot # エディタのスクリーンショット
u -i <instance> scene hierarchy # 現在のシーン構造
u -i <instance> state # Play/Pause/Compile 状態
コンパイルエラーが解決しない場合は /unity-verify に切り替える。
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 · 58 lines · 51 tokens per session scan A 871c0dc681b0
unity-debug is a skill published in the GitHub repository bigdra50/unity-cli (39 stars, last pushed 2mo ago), licensed MIT. It adds 51 tokens to every session and 602 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).