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 dyCuong03/unity-agent-team --skill assetgit clone --depth 1 https://github.com/dyCuong03/unity-agent-teamWrote 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/dycuong03/unity-agent-team/asset)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/asset"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/asset/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/dycuong03/unity-agent-team/asset"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/asset.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 | $0.00160 | $0.02382 |
| Opus 5.5 | $0.00064 | $0.00953 |
| Sonnet 5.5 | $0.00032 | $0.00476 |
| Haiku 4.5 | $0.00016 | $0.00238 |
Grade A, and why
unity-asset 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 11d 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.
How it starts
The opening of the file, as written. The whole thing — 249 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Asset Skills
BATCH-FIRST: Use
*_batchskills when operating on 2+ assets.
Operating Mode
- Approval(默认):本模块 Mixed ——
asset_find/asset_get_info/asset_get_labels标SkillMode.SemiAuto,可直接执行;写类 skill (asset_move/asset_move_batch/asset_duplicate/asset_create_folder/asset_refresh/asset_reimport*/asset_set_labels) 走默认SkillMode.FullAuto,需 grant。 - Auto / Bypass:FullAuto 直接执行。
- 含 NeverInSemi 高危 skill:
asset_import(标RiskLevel = "high"—— 写入项目);asset_delete/asset_delete_batch(Operation.Delete)。这些在 Approval/Auto 下返MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。
DO NOT (common hallucinations):
asset_createdoes not exist → useasset_create_folder(folders),material_create(materials),script_create(scripts)asset_renamedoes not exist → useasset_movewith new pathasset_searchdoes not exist → useasset_findwith searchFilter syntax (e.g.t:Texture2D player)asset_copydoes not exist → useasset_duplicate
Routing:
- For texture/model/audio import settings → use
importermodule (SkillMode.FullAuto) - For material creation → use
materialmodule (SkillMode.FullAuto) - For script creation → use
scriptmodule
Skills Overview
| Single Object | Batch Version | Use Batch When |
|---|---|---|
asset_import |
asset_import_batch |
Importing 2+ files |
asset_delete |
asset_delete_batch |
Deleting 2+ assets |
asset_move |
asset_move_batch |
Moving 2+ assets |
No batch needed:
asset_duplicate- Duplicate single assetasset_find- Search assets (returns list)asset_create_folder- Create folderasset_refresh- Refresh AssetDatabaseasset_get_info- Get asset informationasset_reimport- Force reimport assetasset_reimport_batch- Reimport multiple assets
Skills
asset_import
Import an external file into the project.
| Parameter | Type | Required | Description |
|---|---|---|---|
sourcePath |
string | Yes | External file path |
destinationPath |
string | Yes | Project destination |
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.
- 11d ago First seen · 249 lines · 160 tokens per session scan A 031f7656e3ff
unity-asset is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 160 tokens to every session and 2,382 once invoked, about $0.0006 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 2026-10-02.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.