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 postprocessgit 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/postprocess)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/postprocess"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/postprocess/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/postprocess"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/postprocess.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 | $0.00169 | $0.01149 |
| Opus 5.5 | $0.00068 | $0.00460 |
| Sonnet 5.5 | $0.00034 | $0.00230 |
| Haiku 4.5 | $0.00017 | $0.00115 |
Grade A, and why
unity-postprocess 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 — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.
PostProcess Skills
Modern URP / HDRP post-processing skills built on top of the SRP Volume framework. For Volume container / profile CRUD (volume_profile_create, volume_create, etc.), use the volume module.
Operating Mode
- Query skills (
postprocess_list_effects,postprocess_get_effect) areSkillMode.SemiAuto— they run in all three modes without grant. - Mutating skills (
postprocess_add_effect,postprocess_set_parameter,postprocess_set_bloom,postprocess_set_depth_of_field,postprocess_set_tonemapping,postprocess_set_vignette,postprocess_set_color_adjustments) areSkillMode.FullAuto— under Approval they need user grant (grant triggers one server-side execute returning the result); under Auto / Bypass they execute directly. postprocess_remove_effectcarriesSkillOperation.Deleteand is auto-forbidden in Approval / Auto modes (NeverInSemi). Only Bypass or the user-managed Allowlist can run it.
SRP Package Stub
This module is compiled against com.unity.render-pipelines.core (SRP_CORE). When neither URP nor HDRP is installed (no SRP Core), every skill returns a stub { error: "Scriptable Render Pipeline Core package … is not installed." } (RenderPipelineSkillsCommon.NoSRP()). The stub is a diagnostic payload, not a permission denial — it does not require grant and is not treated as NeverInSemi.
Guardrails
DO NOT:
- Use this module for PPv2 /
com.unity.postprocessing - Use this module for general Volume container/profile management; use
volume
Runtime-first rules:
- Always call
postprocess_list_effectsbefore assuming an effect exists on the active pipeline - Use
postprocess_get_effectorvolume_get_componentto inspect real parameter names before setting generic parameters - Prefer the dedicated high-frequency skills (
postprocess_set_bloom,postprocess_set_depth_of_field, etc.) over guessing generic parameter names - Treat URP and HDRP parameter surfaces as similar-but-not-identical; do not reuse names blindly across pipelines
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 · 79 lines · 169 tokens per session scan A 02ecc8059021
unity-postprocess is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 169 tokens to every session and 1,149 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.