unity-verify

A Unity Editor verification workflow that refreshes the project, waits for compilation, checks errors, and can run tests.

In plain words
What is it for?
Use it to perform quick checks after edits, review warnings and errors, and repeat a limited fix-and-verify cycle.
Why use it?
It catches compilation errors and other problems after Unity code changes before work continues.

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

Made for: Claude Code, Codex.

Per session 60 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,116 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 $0.00060 $0.01116
Opus 5 $0.00030 $0.00558
Sonnet 5 $0.00012 $0.00223
Haiku 4.5 $0.00006 $0.00112

Measured yesterday against content hash e20ced00ce17, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-verify 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-verify/SKILL.md · 89 lines

How it starts

The opening of the file, as written. The whole thing — 89 lines — stays where its author put it; the contents beside it link to each section on GitHub.

unity-verify

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)

Quick Verify

コード変更するたびに実行。unity-shared の Quick Verify (#quick-verify) を参照。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)。

u -i <instance> console clear
→ u -i <instance> refresh
→ isCompiling ポーリング (2s 間隔, 最大 30s)
→ u -i <instance> console get -l E,W | head -50

結果判定

u console get の出力に対して以下のテーブルで判定。出力ゼロ行 = エラー無しとして扱う (空 = OK)。

出力内容 判定 次のアクション
空 (0 行) クリーン 完了。次工程 (Full Verify 等) に進める
[ERROR] 行のみ無し + [WARN] 行あり クリーン (Warning 許容) Warning を 1〜3 行に要約してユーザー報告、続行
[ERROR] 行あり エラー 下記「修正ループ」へ

-l E,W は Error + Warning 両方を取得する。Warning だけなら続行可、Error が 1 件でもあれば停止して修正ループに入る。

修正ループ (Error 検出時)

最大 3 回までの「修正 → Quick Verify 再実行」サイクル。

  1. 修正前にユーザー確認 (default): 以下のいずれかに該当する場合は自動修正せずユーザーに修正方針を確認する
    • ファイル名 prefix が _ (例: _Broken*.cs) または "Test" "Fixture" 等を含む
    • エラーファイル内コメントに intentional, TODO, FIXME, tuning 等の意図的破壊を示唆する語がある
    • 1 回の修正で 3 ファイル以上に変更が及ぶ場合
    • 既存ロジックの大幅変更が必要な場合 (型変更、API 置換、import 追加以外の構造変更)
  2. 自動修正可: 単純なタイプミス (セミコロン抜け、スペル間違い、import 不足) で 1 ファイル限定の場合は試行 OK
  3. ループ運用: 修正 → Quick Verify を最大 3 回繰り返す。3 回で解消しない場合はユーザーに状況を報告し判断を仰ぐ
  4. 副作用回避: 1 回の修正は 1 ファイル単位。無関係な変更 (フォーマット整形、リファクタ) を混ぜない

Full Verify

ユーザーが要求した場合のみ。Quick Verify + EditMode テスト。

Quick Verify 実行
→ クリーン (Error 0、Warning は許容) なら u -i <instance> tests run edit → 結果確認
→ Fail あり: 報告、修正して Quick Verify から再実行 (修正ループの規定に従う)

Runtime Check

要求された場合のみ。Play Mode でランタイムエラーを検出。

u -i <instance> console clear
→ u -i <instance> play
→ isPlaying ポーリング
→ 3秒待機
→ u -i <instance> console get -l +E+X
→ u -i <instance> stop

報告のみ。自動修正せずユーザーに判断を委ねる。

Auto-trigger

以下の編集後に Quick Verify を自動実行:

  • .cs / .shader / .compute
  • .asmdef / .asmref
  • Unity パッケージ関連 (package.json / manifest.json)

スキップ: コメントのみの変更、プロジェクト外ファイル、ユーザー指示。

Read the full file on GitHub · 89 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 · 89 lines · 60 tokens per session scan A e20ced00ce17

Subscribe to this mod's changes

unity-verify is a skill published in the GitHub repository bigdra50/unity-cli (39 stars, last pushed 2mo ago), licensed MIT. It adds 60 tokens to every session and 1,116 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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