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 materialgit 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/material)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/material"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/material/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/material"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/material.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 | $0.00202 | $0.04240 |
| Opus 5.5 | $0.00081 | $0.01696 |
| Sonnet 5.5 | $0.00040 | $0.00848 |
| Haiku 4.5 | $0.00020 | $0.00424 |
Grade A, and why
unity-material 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unity-material — 89% identical, 117 lines differ
How it starts
The opening of the file, as written. The whole thing — 355 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Material Skills
BATCH-FIRST: Use
*_batchskills when operating on 2+ objects/materials.
Operating Mode
- Approval (default): all mutating skills (
material_create,material_create_batch,material_assign,material_assign_batch,material_duplicate,material_set_color/_emission/_texture/_float/_int/_vector/_keyword/_render_queue/_shader/_texture_offset/_texture_scale/_gi_flags, and the*_batchvariants) need user grant; grant triggers a single server-side execution that returns the result. - Auto / Bypass: those skills execute directly.
- Query skills (
material_get_properties,material_get_keywords) areSkillMode.SemiAuto— they run in all three modes without grant. - This module contains no Delete / PlayMode / Reload / high-risk skills (no NeverInSemi); to delete a material asset, call the
assetmodule.
Guardrails
DO NOT (common hallucinations):
material_set_metallic/material_set_smoothnessdo not exist → usematerial_set_floatwithpropertyName="_Metallic"or"_Glossiness"(Standard) /"_Smoothness"(URP)material_set_colorr/g/b/a range is 0–1, not 0–255material_set_propertydoes not exist → use the specific setter:material_set_float,material_set_int,material_set_vector,material_set_colormaterial_get_colordoes not exist → usematerial_get_properties(returns all properties including colors)
Routing:
- For shader changes →
material_set_shader(this module) - For texture tiling →
material_set_texture_scale/material_set_texture_offset - Pipeline-specific property names differ: check Render Pipeline Compatibility table in this doc
Object Targeting: Most single-object skills accept
name(GameObject name) orpath. Behaviour ofpath:
- In
material_set_*/material_get_*(color/emission/texture/float/int/vector/keyword/shader/render_queue/gi_flags/properties),pathmay be either a GameObject hierarchy path or a material asset path likeAssets/Materials/X.mat— the skill auto-detects (paths starting withAssets/or ending with.matare treated as material assets).- In
material_assign,pathis a GameObject hierarchy path only; the material to assign goes in the separatematerialPathparameter.
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 · 355 lines · 202 tokens per session scan A 3a3db73ec899
unity-material is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 202 tokens to every session and 4,240 once invoked, about $0.0008 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.
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