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 batchgit 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/batch)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/batch"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/batch/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/batch"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/batch.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 | $0.00281 | $0.03334 |
| Opus 5.5 | $0.00112 | $0.01334 |
| Sonnet 5.5 | $0.00056 | $0.00667 |
| Haiku 4.5 | $0.00028 | $0.00333 |
Grade A, and why
unity-batch 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.
This is a copy
86% identical to unity-batch — 281 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 250 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Batch Skills
Batch workflow orchestration for query, preview, execution, reports, and async jobs.
Operating Mode
本模块共 22 个 skill,按 Operation 区分为两类:
- 18 个 SemiAuto(query / preview / report / job 查询类):
batch_query_gameobjects/batch_query_components/batch_query_assets/batch_preview_rename/batch_preview_set_property/batch_preview_replace_material/batch_report_get/batch_report_list/job_status/job_progress/job_logs/job_list/batch_fix_missing_scripts/batch_standardize_naming/batch_set_render_layer/batch_replace_material/batch_validate_scene_objects/batch_cleanup_temp_objects。Approval 模式下可直接执行。 - 4 个 FullAuto(Execute 类,C# 未标
Mode走默认SkillMode.FullAuto):batch_execute/job_wait/job_cancel/batch_retry_failed。Approval 模式下首次调用返MODE_RESTRICTED,走 grant 协议。 - Auto / Bypass:两类都直接执行。不含 NeverInSemi 高危 skill(无 Delete/MayEnterPlayMode/MayTriggerReload 标记)。
注意:
batch_execute(confirmToken)本身放行,但它执行的 preview 内容可能包括对场景对象的删除/改属性等高影响动作 —— 请确保batch_preview_*返回的 sample/risk 字段已审阅。confirmToken 一次性消费、过期需重新 preview。
DO NOT (common hallucinations):
- Always call a
batch_preview_*skill first —batch_executerequires aconfirmTokenfrom a preview, it cannot be called directly batch_rundoes not exist → usebatch_execute(confirmToken)job_poll/job_resultdo not exist → usejob_statusto check and retrieve async job resultsbatch_delete/batch_movedo not exist → useassetmodule for asset-level operations
Routing:
- For asset-level bulk operations (move, copy, delete) →
assetmodule - For workflow session/task undo tracking →
workflowmodule - For scene object validation →
batch_validate_scene_objects(this module) - For async job polling →
job_status/job_wait(this module)
Skills
batch_query_gameobjects
Query GameObjects with unified batch filters. queryJson supports name/path/instanceId/tag/layer/active/componentType/sceneName/parentPath/prefabSource/includeInactive/limit.
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 · 250 lines · 281 tokens per session scan A 4feb2ce0399c
unity-batch is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 281 tokens to every session and 3,334 once invoked, about $0.0011 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 86% identical to unity-batch, differing in 281 lines, and is treated as a copy.
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.