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-scenenpx skills add bigdra50/unity-cli --skill unity-scenegit 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 | $0.00061 | $0.00782 |
| Opus 5 | $0.00030 | $0.00391 |
| Sonnet 5 | $0.00012 | $0.00156 |
| Haiku 4.5 | $0.00006 | $0.00078 |
Grade A, and why
unity-scene 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 — 76 lines — stays where its author put it; the contents beside it link to each section on GitHub.
unity-scene
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)。
ワークフロー
1. 現状把握 u -i <instance> scene active / u -i <instance> scene hierarchy
2. オブジェクト u -i <instance> gameobject create / find / modify / delete
3. コンポーネント u -i <instance> component add / modify / inspect / list
4. Prefab化 u -i <instance> asset prefab <path> --target <name>
5. シーン保存 u -i <instance> scene save
コマンドリファレンス
Scene
u -i <instance> scene active # アクティブシーン情報
u -i <instance> scene hierarchy --depth 2 # 階層表示
u -i <instance> scene load --path "Assets/..." # シーン読み込み
u -i <instance> scene save # 保存
GameObject
u -i <instance> gameobject create "Player" # 空オブジェクト
u -i <instance> gameobject create "Cube" --primitive Cube # プリミティブ
u -i <instance> gameobject find --name "Player" # 検索
u -i <instance> gameobject modify -n "Player" --position 0,1,0 # Transform変更
u -i <instance> gameobject delete -n "Player" # 削除
Component
u -i <instance> component list -t "Player" # 一覧
u -i <instance> component inspect -t "Player" -T Rigidbody # 詳細
u -i <instance> component add -t "Player" -T Rigidbody # 追加
u -i <instance> component modify -t "Player" -T Rigidbody --prop mass --value 2 # 変更
u -i <instance> component remove -t "Player" -T Rigidbody # 削除
Asset
u -i <instance> asset prefab "Assets/Prefabs/Player.prefab" --target "Player" # Prefab化
u -i <instance> asset info "Assets/Prefabs/Player.prefab" # 情報
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 <Type>で対応メソッドを検索u -i <instance> api callで実行- .meta インポート設定等は 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.
- yesterday First seen · 76 lines · 61 tokens per session scan A 97db36bdb852
unity-scene is a skill published in the GitHub repository bigdra50/unity-cli (39 stars, last pushed 2mo ago), licensed MIT. It adds 61 tokens to every session and 782 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).