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 cinemachinegit 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/cinemachine)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/cinemachine"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/cinemachine/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/cinemachine"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/cinemachine.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 | $0.00185 | $0.05214 |
| Opus 5.5 | $0.00074 | $0.02086 |
| Sonnet 5.5 | $0.00037 | $0.01043 |
| Haiku 4.5 | $0.00018 | $0.00521 |
Grade A, and why
unity-cinemachine 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 — 376 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cinemachine Skills
Control Cinemachine Virtual Cameras and brain settings. Works with Cinemachine 2.x and 3.x through a runtime reflection adapter (CinemachineAdapter / CinemachineSkills).
Operating Mode
- Approval(默认):查询类 skill(
cinemachine_inspect_vcam/cinemachine_list_components/cinemachine_get_brain_info,源码标SkillMode.SemiAuto)直接执行;其余配置/创建类(cinemachine_create_vcam/cinemachine_set_targets/cinemachine_set_lens/cinemachine_configure_body/cinemachine_configure_aim等,标SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。 - Auto / Bypass:未被禁列表拦截的 skill 直接执行。
- 本模块含 Delete 类 skill:
cinemachine_set_component(替换/移除 pipeline component)、cinemachine_target_group_remove_member、cinemachine_remove_extension标记为SkillOperation.Delete,被IsForbiddenInSemi静态拦截 —— 仅 Bypass 模式或加入 Allowlist 才能调用。 - 包依赖:必须安装
com.unity.cinemachine包(CM 2.x 或 3.x)。未安装时所有 skill 返回{ error = "Cinemachine 未安装..." }的 stub —— 调用方应先用package_*系列 skill 确认安装状态。 - 反射脆弱性:CM2 ↔ CM3 之间 API 名变化大(
CinemachineVirtualCamera→CinemachineCamera,CinemachineComponentBase改名等)。本模块通过CinemachineAdapter反射桥接,遇 CM 早期预览版(<3.0.0-pre.5)可能因 API 漂移返回失败 —— 优先用cinemachine_inspect_vcam探测当前可用字段,再决定propertyName。
DO NOT (common hallucinations):
cinemachine_createdoes not exist → usecinemachine_create_vcamfor virtual camerascinemachine_set_target/cinemachine_set_follow/cinemachine_set_lookatdo not exist → usecinemachine_set_targets(sets both Follow and LookAt in one call)cinemachine_add_braindoes not exist → CinemachineBrain is auto-added to Main Camera on first VCam creation- Cinemachine 2.x uses
CinemachineVirtualCamera; Cinemachine 3.x usesCinemachineCamera— skills handle this automatically
Additional compatibility notes:
- CM3 priority access should use
Priority.Valueas the lowest common API when writing compatibility code. - Early CM3 previews before
3.0.0-pre.5changed core camera APIs significantly and are outside the current support baseline.
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 · 376 lines · 185 tokens per session scan A 9dc8d5312f81
unity-cinemachine is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 185 tokens to every session and 5,214 once invoked, about $0.0007 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
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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.