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 skills add dcc-mcp/dcc-mcp-unity --skill unity-diagnosticsgit clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-unityWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-unity/unity-diagnostics)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-unity/unity-diagnostics"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-unity/unity-diagnostics/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-unity/unity-diagnostics"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-unity/unity-diagnostics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00053 | $0.00562 |
| Opus 5.5 | $0.00021 | $0.00225 |
| Sonnet 5.5 | $0.00011 | $0.00112 |
| Haiku 4.5 | $0.00005 | $0.00056 |
Grade A, and why
unity-diagnostics 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 8d ago.
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 Diagnostics
inspect_dirty_assets reads the already loaded persistent dirty set once on the Editor
main thread. It returns every object or fails without an object prefix at the 768-KiB
result budget. It never loads assets, refreshes, saves, discards, or changes selection.
complete covers snapshot membership, not ownership or saveability. Read exact names,
paths, hide flags, main/subasset flags, GUID/64-bit local IDs and GlobalObjectIds;
unknown/default identifiers and field errors remain explicit. Local IDs are decimal
strings so browser clients preserve all 64 bits. Owner/session and assembly MVID belong
to the same capture; map the MVID to separately verified source/build receipts.
Editors without the public EditorUtility.IsDirty(Object) API (including Unity
2018.4) return dirty_query_unsupported with a null dirty count, not zero or clean.
A new capture describes its current set, not a historical count.
Call ping when install verification or recovery needs fresh proof that the Editor update loop can
execute work. A connected WebSocket alone is not sufficient readiness evidence.
Read the captured Unity Console after an operation or when the Editor reports a failure. Results
are bounded and may be truncated; increase limit up to 200 or narrow by severity when needed.
Persistent operations keep their Core async job open until Unity reports succeeded or failed;
wait on that job instead of replacing an ambiguous request with a new UUID. inspect_job remains
available for reconnect and audit recovery. capture_game_view is accepted only in active,
unpaused Play Mode, focuses Game View, waits a rendered frame, and succeeds only after Unity
decodes a bounded nonzero PNG in its fixed output directory.
What ships with it
7 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 8d ago Changed c22c435f20a0
- 10d ago Changed · +12 lines 8fe0f5dc1480
- 22d ago Changed 46a20115521d
- 1mo ago First seen · 35 lines · 53 tokens per session scan A 5dabb26f8214
unity-diagnostics is a skill published in the GitHub repository dcc-mcp/dcc-mcp-unity (0 stars, last pushed 10d ago), licensed MIT. It adds 53 tokens to every session and 562 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-08-31.
Other skills, from other repositories
uw-unity-debugging
Systematic 4-phase debugging framework for Unity projects with GameDebug wrapper generation. Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes. Triggers on requests like "this doesn't work", "there's a bug", "it crashes when", "fix this error", "why is this happening", "null…
ue5-debug-validation
UE5.6/UE5.7 debugging and validation workflow for logs, asset checks, and regression triage. Use when requests involve troubleshooting why gameplay does not work, validating expected output, narrowing minimal repro, and producing concrete fix steps.
unreal-playtest-agent
Domain skill - run screenshot-light PIE playtest episodes with structured entity observations, bounded semantic actions, transition polling, and in-memory traces for QA and external policy or RL runners.
unreal-level
Domain skill - Unreal Engine level and world management: inspect level state, load and save maps, read or edit world settings, and measure native collision distances in Editor or PIE worlds. Not for individual actor transform edits - use unreal-actors for that.
unreal-fab-assets
Acquire free Fab marketplace content through Unreal Engine's official Fab integration, then verify the imported Content Browser assets. Use when the user asks to find, download, add, or import Fab or Unreal Marketplace assets. Not for arbitrary file imports - use unreal-assets instead.
unreal-pie
Domain skill - Unreal Engine Play-In-Editor (PIE) closed-loop verification. Provides PIE lifecycle control (enter/pause/resume/exit), controlled input injection (no OS dependency), viewport screenshot capture, output log snapshot, performance sampling, and Automation Test execution with async job polling. Use for…