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 gameobjectgit 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/gameobject)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/gameobject"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/gameobject/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/gameobject"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/gameobject.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 | $0.00146 | $0.04247 |
| Opus 5.5 | $0.00058 | $0.01699 |
| Sonnet 5.5 | $0.00029 | $0.00849 |
| Haiku 4.5 | $0.00015 | $0.00425 |
Grade A, and why
unity-gameobject 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.
Unity GameObject Skills
BATCH-FIRST: Use
*_batchskills when operating on 2+ objects to reduce API calls from N to 1.
Operating Mode
- Approval(默认):本模块多为
SkillMode.FullAuto,调用需用户 grant;grant 后服务端一步执行并返结果。 - Auto / Bypass:直接执行。
- 含 NeverInSemi 高危 skill:
gameobject_delete/gameobject_delete_batch(标记 Operation.Delete)。这些在 Approval/Auto 下返MODE_FORBIDDEN,仅 Bypass 或用户 Allowlist 命中可调。
DO NOT (common hallucinations):
gameobject_move/gameobject_rotate/gameobject_set_scaledo not exist → usegameobject_set_transform(handles position, rotation, and scale together)gameobject_set_positiondoes not exist → usegameobject_set_transformwithposX/posY/posZgameobject_add_componentdoes not exist → usecomponent_add(component module)gameobject_get_transformdoes not exist → usegameobject_get_info(returns position/rotation/scale)
Routing:
- To add/remove components → use
componentmodule - To set material/color → use
materialmodule - To search objects by name/tag/component →
gameobject_find(this module) orscene_find_objects(scene module, SkillMode.SemiAuto)
Object Targeting: All single-object skills accept three identifiers:
name(string),instanceId(int, preferred for precision),path(string, hierarchy path like "Parent/Child"). Provide at least one. When onlynameis shown in a parameter table,instanceIdandpathare also accepted.
Skills Overview
| Single Object | Batch Version | Use Batch When |
|---|---|---|
gameobject_create |
gameobject_create_batch |
Creating 2+ objects |
gameobject_delete |
gameobject_delete_batch |
Deleting 2+ objects |
gameobject_duplicate |
gameobject_duplicate_batch |
Duplicating 2+ objects |
gameobject_rename |
gameobject_rename_batch |
Renaming 2+ objects |
gameobject_set_transform |
gameobject_set_transform_batch |
Moving 2+ objects |
gameobject_set_active |
gameobject_set_active_batch |
Toggling 2+ objects |
gameobject_set_parent |
gameobject_set_parent_batch |
Parenting 2+ objects |
| - | gameobject_set_layer_batch |
Setting layer on 2+ objects |
| - | gameobject_set_tag_batch |
Setting tag on 2+ objects |
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 · 146 tokens per session scan A 04e390409d59
unity-gameobject is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 146 tokens to every session and 4,247 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.