unity-scene

A workflow for building Unity game scenes by placing objects, configuring components, turning objects into Prefabs (reusable object templates), and saving scenes.

In plain words
What is it for?
Creating or finding GameObjects, changing their positions, adding or inspecting components, making Prefabs, loading scenes, and saving changes in Unity.
Why use it?
It gives an agent a defined way to inspect and change a Unity Editor scene without manually performing each setup step.

Skill for Claude CodeCodex

Install

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.

agentmods
npx agentmods add skills/bigdra50/unity-cli/unity-scene
Any agent
npx skills add bigdra50/unity-cli --skill unity-scene
Clone the repo
git clone --depth 1 https://github.com/bigdra50/unity-cli

Made for: Claude Code, Codex.

Per session 61 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 782 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured yesterday against content hash 97db36bdb852, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

skills/unity-scene/SKILL.md · 76 lines

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:

  1. u -i <instance> api schema --type <Type> で対応メソッドを検索
  2. u -i <instance> api call で実行
  3. .meta インポート設定等は YAML 直接編集

Read the full file on GitHub · 76 lines

Changes

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.

  1. yesterday First seen · 76 lines · 61 tokens per session scan A 97db36bdb852

Subscribe to this mod's changes

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.

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