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 lightgit 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/light)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/light"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/light/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/light"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/light.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 | $0.00164 | $0.02935 |
| Opus 5.5 | $0.00066 | $0.01174 |
| Sonnet 5.5 | $0.00033 | $0.00587 |
| Haiku 4.5 | $0.00016 | $0.00294 |
Grade A, and why
unity-light 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 Light Skills
BATCH-FIRST: Use
*_batchskills when operating on 2+ lights.
Operating Mode
- Approval (default): mutating skills (
light_create,light_set_properties,light_set_properties_batch,light_set_enabled,light_set_enabled_batch,light_add_probe_group,light_add_reflection_probe) need user grant; grant triggers a single server-side execution that returns the result. - Auto / Bypass: those skills execute directly.
- Query skills (
light_get_info,light_find_all,light_get_lightmap_settings) areSkillMode.SemiAuto— they run in all three modes without grant. - This module contains no Delete / PlayMode / Reload / high-risk skills (no NeverInSemi); to remove a Light, call
gameobject_deletefrom thegameobjectmodule.
Guardrails
DO NOT (common hallucinations):
light_adddoes not exist → uselight_create(creates a new light GameObject)light_set_color/light_set_intensitydo not exist → uselight_set_properties(sets color, intensity, range, shadows together)light_deletedoes not exist → usegameobject_deleteon the light's GameObjectlight_set_shadowdoes not exist → uselight_set_propertieswithshadowsparameter ("none"/"hard"/"soft")
Routing:
- For lightmap baking settings →
light_get_lightmap_settings(this module) - For reflection probes →
light_add_reflection_probe(this module) - For light probe groups →
light_add_probe_group(this module)
Object Targeting: All single-object skills accept
name(string) andinstanceId(int, preferred). Provide at least one.path(hierarchy path) is also accepted where noted.
Skills Overview
| Single Object | Batch Version | Use Batch When |
|---|---|---|
light_set_properties |
light_set_properties_batch |
Configuring 2+ lights |
light_set_enabled |
light_set_enabled_batch |
Toggling 2+ lights |
No batch needed:
light_create- Create a lightlight_get_info- Get light informationlight_find_all- Find all lights (returns list)light_add_probe_group- Add a Light Probe Group with optional grid layoutlight_add_reflection_probe- Create a Reflection Probe at a positionlight_get_lightmap_settings- Inspect Lightmap baking settings
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 · 164 tokens per session scan A 7ceb0916ea75
unity-light is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 164 tokens to every session and 2,935 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.