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 navmeshgit 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/navmesh)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/navmesh"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/navmesh/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/navmesh"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/navmesh.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 | $0.00104 | $0.01706 |
| Opus 5.5 | $0.00042 | $0.00682 |
| Sonnet 5.5 | $0.00021 | $0.00341 |
| Haiku 4.5 | $0.00010 | $0.00171 |
Grade A, and why
unity-navmesh 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 — 150 lines — stays where its author put it; the contents beside it link to each section on GitHub.
NavMesh Skills
Bake / clear NavMesh data, calculate paths, sample positions, and configure NavMeshAgent / NavMeshObstacle components.
Operating Mode
- Approval(默认):查询类 skill(
navmesh_calculate_path/navmesh_sample_position/navmesh_get_settings,源码标SkillMode.SemiAuto)直接执行;变更类(navmesh_bake/navmesh_add_agent/navmesh_set_agent/navmesh_add_obstacle/navmesh_set_obstacle/navmesh_set_area_cost,标SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。 - Auto / Bypass:所有未被禁列表拦截的 skill 直接执行。
- 本模块含 Delete 类 skill:
navmesh_clear标记为SkillOperation.Delete,会被IsForbiddenInSemi静态拦截 —— 仅 Bypass 模式或将其加入 Allowlist 才能调用。 navmesh_bake同步阻塞主线程;大场景可能很慢,调用前提醒用户。
DO NOT (common hallucinations):
navmesh_createdoes not exist → usenavmesh_baketo generate NavMeshnavmesh_add_agent_component/navmesh_set_agent_speeddo not exist → usenavmesh_add_agent+navmesh_set_agent(convenience wrappers), orcomponent_add/component_set_propertyfor full control- NavMesh must be re-baked after scene geometry changes
Routing:
- For NavMeshAgent/NavMeshObstacle components → use
componentmodule - For path calculation →
navmesh_calculate_path(this module)
Skills
navmesh_bake
Bake the NavMesh (Synchronous). Warning: Can be slow. Parameters: None.
navmesh_clear
Clear the NavMesh data. Parameters: None.
navmesh_calculate_path
Calculate a path between two points. Parameters:
startX,startY,startZ(float): Start position.endX,endY,endZ(float): End position.areaMask(int, optional): NavMesh area mask.
Returns: { status, valid, distance, cornerCount, corners }
status: NavMeshPathStatus string (PathComplete/PathPartial/PathInvalid)valid:trueonly whenstatus == "PathComplete"distance: total path length (0 for invalid paths)cornerCount: number of corner points incornerscorners: array of{x, y, z}waypoints (empty when no path)
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 · 150 lines · 104 tokens per session scan A cec38edcf78b
unity-navmesh is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 104 tokens to every session and 1,706 once invoked, about $0.0004 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.