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 DotHarness/dotcraft-unity --skill unitygit clone --depth 1 https://github.com/DotHarness/dotcraft-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/dotharness/dotcraft-unity/unity)<a href="https://agentmods.dev/skills/dotharness/dotcraft-unity/unity"><img src="https://agentmods.dev/badge/skills/dotharness/dotcraft-unity/unity/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/dotharness/dotcraft-unity/unity"><img src="https://agentmods.dev/badge/skills/dotharness/dotcraft-unity/unity.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 | $0.00032 | $0.01607 |
| Opus 5.5 | $0.00013 | $0.00643 |
| Sonnet 5.5 | $0.00006 | $0.00321 |
| Haiku 4.5 | $0.00003 | $0.00161 |
Grade A, and why
unity 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 today.
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.
How it starts
The opening of the file, as written. The whole thing — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity
Use unity.list, unity.connect, unity.status, unity.execute, unity.recompile, unity.wait, and unity.disconnect to work with a running Unity Editor. These DotCraft-native tools use Attach on a Windows x64 Mono Editor without requiring the UPM package. They execute Editor C# on Unity's main thread and do not replace normal source-file editing. Other agents can use the standalone MCP/CLI with --backend auto|gateway|attach; Gateway additionally exposes enabled custom project tools.
Load only the reference needed for the task:
- For loaded-type lookup and reflection helpers, read references/api.md.
- For Console logs, read references/console-reading.md and use the bundled script.
- For Editor, GameView, or SceneView images, read references/editor-screenshot.md.
- For script compilation or Domain Reload, read references/compilation-and-reload.md.
- For snippet compilation errors, timeouts, or unexpected results, read references/snippet-craft.md.
Connect
unity.list and unity.status are read-only and never inject or reconnect. Call unity.list when the target process is not already known. If several Editors are running, identify the intended one from its process information instead of guessing. Pass its pid to unity.connect; the result includes the Unity version, project path, Play Mode state, compilation state, and connection generation. That Editor remains selected for the current task.
Call unity.status, unity.execute, unity.recompile, and unity.disconnect without a PID. After managed Domain Reload, the native observer coordinates bridge recovery, and unity.execute and unity.recompile reconnect the selected Editor themselves; old executions and compiled contexts remain invalid. Do not replay the call that caused a reload. A new task must select its own Editor with unity.connect(pid).
What ships with it
6 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.
- today Changed · +6 lines d7f093e10515
- 1mo ago First seen · 81 lines · 32 tokens per session scan A d07b92153e79
unity is a skill published in the GitHub repository DotHarness/dotcraft-unity (24 stars, last pushed today), licensed Apache-2.0. It adds 32 tokens to every session and 1,607 once invoked, about $0.0001 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 2026-09-12.
Other skills, from other repositories
aibridge-code-index
Optional read-only AIBridge Code Index lightweight lookup for Unity C# declaration names. Use only when Root Rule declares Code Index enabled and this Skill is installed. Map declaration names to files or positions. Do not use for references, callers, implementations, derived types, diagnostics, comments, strings, or…
aibridge-development-workflow
A development workflow guide for projects built with Unity, a game and interactive-app engine. It routes coding, asset changes, debugging, reviews, and validation through project-specific rules and checks.
ui-click-debug
A Unity troubleshooting skill for UI elements that do not respond to clicks. It uses a runtime raycast, a test that shows which object receives a pointer event, to find obstructions or interaction settings.
error-diagnosis
A Unity troubleshooting skill for errors shown in the Unity Console, the editor window that displays messages and failures. It reads the error and nearby logs, then checks related code to identify the cause.
investigate
Investigate a specific issue report with strict, evidence-driven diagnosis.
unity-console
Capture and query the Unity Editor console.