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 editorgit 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/editor)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/editor"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/editor/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/editor"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/editor.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 | $0.00167 | $0.01878 |
| Opus 5.5 | $0.00067 | $0.00751 |
| Sonnet 5.5 | $0.00033 | $0.00376 |
| Haiku 4.5 | $0.00017 | $0.00188 |
Grade A, and why
unity-editor 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 — 189 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Editor Skills
Control the Unity Editor itself - enter play mode, manage selection, undo/redo, and execute menu items.
Operating Mode
- Approval(默认):本模块 Mixed ——
editor_get_selection/editor_get_context/editor_get_state/editor_get_tags/editor_get_layers标SkillMode.SemiAuto,可直接执行;其余editor_select/editor_undo/editor_redo/editor_execute_menu默认 FullAuto,Approval 模式下需 grant。 - Auto / Bypass:FullAuto 直接执行。
- 含 NeverInSemi 高危 skill:
editor_play/editor_stop/editor_pause(标MayEnterPlayMode = true,进出 PlayMode 会丢失运行时改动)。这些在 Approval/Auto 下返MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。
DO NOT (common hallucinations):
editor_rundoes not exist → useeditor_playto enter play modeeditor_compile/editor_recompiledo not exist → usedebug_force_recompileeditor_savedoes not exist → useeditor_execute_menuwith menuPath"File/Save"editor_execute_menurequires exact menu path — typos cause silent failure
Routing:
- For compilation check → use
debugmodule'sdebug_check_compilation - For console errors → use
debugmodule'sdebug_get_errors - For scene save →
scene_save(scene module) oreditor_execute_menumenuPath="File/Save"
Skills Overview
| Skill | Description |
|---|---|
editor_play |
Enter play mode |
editor_stop |
Exit play mode |
editor_pause |
Toggle pause |
editor_select |
Select GameObject |
editor_get_selection |
Get selected objects |
editor_get_context |
Get full editor context (selection, assets, scene) |
editor_undo |
Undo last action |
editor_redo |
Redo last action |
editor_get_state |
Get editor state |
editor_execute_menu |
Execute menu item |
editor_get_tags |
Get all tags |
editor_get_layers |
Get all layers |
console_set_pause_on_error |
Pause play mode on error (console module) |
Skills
editor_play
Enter play mode. Warning: any unsaved scene changes made during Play mode will be lost when exiting.
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 · 189 lines · 167 tokens per session scan A 65ebea073e79
unity-editor is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 167 tokens to every session and 1,878 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
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.