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-perfnpx skills add bigdra50/unity-cli --skill unity-perfgit 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 | $0.00062 | $0.00623 |
| Opus 5 | $0.00031 | $0.00311 |
| Sonnet 5 | $0.00012 | $0.00125 |
| Haiku 4.5 | $0.00006 | $0.00062 |
Grade A, and why
unity-perf 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-perf
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)。
プロファイリングフロー
1. /unity-verify Quick Verify コンパイルエラーがないことを確認
2. u -i <instance> play Play Mode 開始
3. u -i <instance> profiler start プロファイリング開始
4. 計測 (数秒〜数十秒)
5. u -i <instance> profiler snapshot スナップショット取得
u -i <instance> profiler frames --count 10 フレームデータ取得
6. u -i <instance> profiler stop 停止
7. u -i <instance> stop Play Mode 終了
8. 分析 → 最適化提案
コマンド
u -i <instance> profiler start # 開始
u -i <instance> profiler stop # 停止
u -i <instance> profiler snapshot # 現在のスナップショット
u -i <instance> profiler frames --count 10 # 直近Nフレーム
分析パターン
| ボトルネック | 確認方法 | 対策 |
|---|---|---|
| CPU | frames の処理時間 | ホットパスの最適化 |
| GPU | frames の描画時間 | バッチング、LOD |
| GC | frames の GC Alloc | オブジェクトプール、struct 化 |
| メモリ | snapshot のメモリ使用量 | アセット圧縮、参照整理 |
最適化チェックリスト
- Update/LateUpdate 内の毎フレーム Alloc
- GetComponent の繰り返し呼び出し
- 文字列結合 (+ 演算子)
- LINQ in Update
- 不要な SetActive 切り替え
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 · 61 lines · 62 tokens per session scan A 16353db56dc6
unity-perf is a skill published in the GitHub repository bigdra50/unity-cli (39 stars, last pushed 2mo ago), licensed MIT. It adds 62 tokens to every session and 623 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.
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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…
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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).