unity-scene

unity-scene is a skill for Claude Code from dcc-mcp/dcc-mcp-unity. It costs 45 tokens per session (1,317 once invoked), scanned A, original, MIT.

A Unity Editor skill for inspecting and changing the active scene, which is the saved arrangement of objects in a game level.

In plain words
What is it for?
It helps inspect the object hierarchy, create GameObjects, change transforms, and save scenes. It does not handle importing project assets.
Why use it?
It helps make scene changes through typed, undoable operations and avoids mistakes caused by using outdated object IDs or retrying changes after a timeout.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit It helps inspect the object hierarchy, create GameObjects, change transforms, and save scenes. It does not handle importing project assets.

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Install with agentmods
npx agentmods add skills/dcc-mcp/dcc-mcp-unity/unity-scene
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.

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

Made for: Claude Code.

Wrote 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.

agentmods badge for unity-scene

README.md
[![agentmods](https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-unity/unity-scene/github.svg)](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-unity/unity-scene)
Your own site
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-unity/unity-scene"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-unity/unity-scene/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.

agentmods 80×15 button for unity-scene

Your own site · 80×15
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-unity/unity-scene"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-unity/unity-scene.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 45 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,317 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00045 $0.01317
Opus 5.5 $0.00018 $0.00527
Sonnet 5.5 $0.00009 $0.00263
Haiku 4.5 $0.00005 $0.00132

Measured 8d ago against content hash aafafcc2c459, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 8d ago.

The scan reads SKILL.md. This mod also ships 17 executable files (scripts/add_component.py, scripts/create_game_object.py, scripts/create_isolated_scene.py, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

src/dcc_mcp_unity/skills/unity-scene/SKILL.md · 103 lines

How it starts

The opening of the file, as written. The whole thing — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Scene

Inspect the hierarchy immediately before using instance IDs. Treat every Unity instance ID as an opaque, session-scoped value and return it unchanged; Unity 6000.5+ emits decimal strings while older Editors retain integer output for compatibility. Both forms are accepted as input. Object creation and transform edits register with Unity Undo.

Do not automatically retry a timed-out mutation. Inspect the project and scene first because the Editor may have completed the original request near the timeout boundary.

Component authoring

Call list_components with a fresh hierarchy ID. Its object_id and component_id handles expire on domain reload or object destruction. Add by fully qualified type name; inspect the component before setting exact serialized property paths. Supply expected_fingerprint to reject concurrent edits. Values support booleans, integers, floats, strings, enum indices, vectors, colors, rectangles, bounds, and compatible object references (object_id or an exact Assets/ path). Existing nested fields and array elements use Unity property paths; array resizing, curves, managed references, event wiring, and direct prefab asset edits are unsupported in this iteration. Unsupported fields are marked non-editable.

Batches validate in a SerializedObject before applying and use the command Undo transaction for failures. Project component lifecycle callbacks can have their own external side effects; Undo cannot roll those back. Results include normalized readback and scene/prefab override state. No operation saves content. Review dirty scenes before the existing save_scene, which saves all open scenes.

Reuse local assets

Use find_assets within Assets or installed Packages, then inspect_asset for identity and recursive dependency paths. Results are bounded and indicate truncation. Project and UPM assets are distinguished; their presence does not prove licensing. These tools do not search or purchase Asset Store products, install packages, import archives, execute downloaded code, or generate visual previews.

Read the full file on GitHub · 103 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. 8d ago Changed aafafcc2c459
  2. 10d ago Changed · +55 lines fc27260c6676
  3. 22d ago Changed ed100c273aef
  4. 1mo ago Changed · +18 lines 018d9673f97f
  5. 1mo ago First seen · 30 lines · 45 tokens per session scan A bcd836a036da

Subscribe to this mod's changes

unity-scene is a skill published in the GitHub repository dcc-mcp/dcc-mcp-unity (0 stars, last pushed 10d ago), licensed MIT. It adds 45 tokens to every session and 1,317 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.

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