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/devdavv/unity-ai-workflow/uw-ui-toolkit-bindernpx skills add devdavv/unity-ai-workflow --skill uw-ui-toolkit-bindergit clone --depth 1 https://github.com/devdavv/unity-ai-workflowWrote 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/devdavv/unity-ai-workflow/uw-ui-toolkit-binder)<a href="https://agentmods.dev/skills/devdavv/unity-ai-workflow/uw-ui-toolkit-binder"><img src="https://agentmods.dev/badge/skills/devdavv/unity-ai-workflow/uw-ui-toolkit-binder.svg" alt="Measured on agentmods" 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 | $0.00177 | $0.03187 |
| Opus 5 | $0.00088 | $0.01594 |
| Sonnet 5 | $0.00035 | $0.00637 |
| Haiku 4.5 | $0.00018 | $0.00319 |
Grade A, and why
uw-ui-toolkit-binder 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 6d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- uw-ui-toolkit-binder — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 380 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UI Toolkit Binder
Generate MVVM UI code using Unity 6's Runtime Data Binding.
Before You Start
- Read
docs/ProjectConfig.yamlfor:ui_system— must be"UIToolkit"or"Mixed". If"UGUI", this skill does not apply.architecture_pattern—"so-first"or"di-first"(affects how ViewModels get their data).mcp.unity_mcp— iftrue, callrefresh_unityafter creating files.
- Read
docs/NAMING_CONVENTIONS.md— UXML files use PascalCase (e.g.,PlayerHUD.uxml), USS files match (e.g.,PlayerHUD.uss). - Read
docs/CODING_STANDARDS.md— class structure order, serialization rules, async patterns apply to ViewModels. - If UI motion/animation is needed, check
docs/GFD_Template.mdfor guidelines and useuw-game-feel-integratorfor tween integration.
When to Use UI Toolkit vs uGUI
| Use Case | Recommended | Why |
|---|---|---|
| Menus, settings, inventories, data-heavy UI | UI Toolkit | Batched rendering, no GameObject overhead, CSS-like styling |
| Animated in-game HUD, world-space UI | uGUI | Easier world-space Canvas, mature animation workflow |
| Complex project with both | Hybrid | UI Toolkit for menus, uGUI for in-game HUD |
If ProjectConfig.yaml -> ui_system is "UGUI", stop here — use uGUI patterns instead.
Architecture
Model (Data/SO) --> ViewModel ([CreateProperty] MonoBehaviour) --> View (UXML + USS)
- Model: Game data — ScriptableObjects, runtime state, network state. The ViewModel reads from these.
- ViewModel: A MonoBehaviour with
[CreateProperty]on properties. This is the binding source. It bridges game data to UI elements without the View knowing about game logic. - View: UXML defines layout, USS defines styling. Bound to ViewModel properties via
DataBindingin a controller script.
File Structure
For a feature called PlayerHUD inside a feature module:
Features/PlayerHUD/
├── Scripts/
│ ├── {RootNamespace}.PlayerHUD.asmdef
│ ├── PlayerHUDViewModel.cs
│ └── PlayerHUDController.cs
├── UI/
│ ├── PlayerHUD.uxml
│ └── PlayerHUD.uss
└── Tests/
└── {RootNamespace}.PlayerHUD.Tests.asmdef
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.
- 6d ago First seen · 380 lines · 177 tokens per session scan A 0dc7fdc250e7
uw-ui-toolkit-binder is a skill published in the GitHub repository devdavv/unity-ai-workflow (41 stars, last pushed 5mo ago), licensed MIT. It adds 177 tokens to every session and 3,187 once invoked, about $0.0009 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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assets-shader-get-data
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gameobject-component-get
Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via paths or viewQuery. Use 'gameobject-find' to list components first.
gameobject-component-modify
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gameobject-find
Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via paths or viewQuery.
scene-get-data
Retrieve the list of root GameObjects in the specified opened scene (or the active scene when openedSceneName is empty). Supports token-saving path-scoped reads over the root-GameObjects array via paths or viewQuery. Use 'scene-list-opened' to enumerate scenes.
gameobject-modify
Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs, pathPatchesPerGameObject…