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 prefabgit 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/prefab)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/prefab"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/prefab/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/prefab"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/prefab.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 | $0.00121 | $0.02723 |
| Opus 5.5 | $0.00048 | $0.01089 |
| Sonnet 5.5 | $0.00024 | $0.00545 |
| Haiku 4.5 | $0.00012 | $0.00272 |
Grade A, and why
unity-prefab 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-prefab — 86% identical, 87 lines differ
How it starts
The opening of the file, as written. The whole thing — 253 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Prefab Skills
BATCH-FIRST: Use
prefab_instantiate_batchwhen spawning 2+ prefab instances.
Operating Mode
Approval 模式下本模块为 Mixed —— 只读 skill prefab_get_overrides / prefab_find_instances(标 ReadOnly = true, Mode = SkillMode.SemiAuto)可直接执行;其余 9 个写类 skill (prefab_create / prefab_instantiate / prefab_instantiate_batch / prefab_apply / prefab_unpack / prefab_revert_overrides / prefab_apply_overrides / prefab_create_variant / prefab_set_property) 为 SkillMode.FullAuto,需用户 grant 单次执行返结果。Auto / Bypass 直接执行。本模块不含 NeverInSemi 高危 skill(无 Delete / PlayMode / Reload)。
DO NOT (common hallucinations):
prefab_create_from_objectdoes not exist → useprefab_create(takes scene object name/instanceId and savePath)prefab_spawndoes not exist → useprefab_instantiateprefab_edit/prefab_modifydo not exist → useprefab_set_property(edit prefab asset directly) or instantiate, modify, thenprefab_applyprefab_savedoes not exist → useprefab_apply(applies instance changes to source prefab)
Routing:
- To modify components on a prefab instance in scene → use
componentmodule skills, thenprefab_apply - To set a property directly on the prefab asset →
prefab_set_property(this module) - To find all instances of a prefab →
prefab_find_instances(this module)
Skills Overview
| Single Object | Batch Version | Use Batch When |
|---|---|---|
prefab_instantiate |
prefab_instantiate_batch |
Spawning 2+ instances |
No batch needed:
prefab_create- Create prefab from scene objectprefab_apply- Apply instance changes to prefabprefab_unpack- Unpack prefab instanceprefab_get_overrides- Get instance overridesprefab_revert_overrides- Revert to prefab valuesprefab_apply_overrides- Apply overrides to prefabprefab_create_variant- Create a prefab variantprefab_find_instances- Find all instances of a prefab in sceneprefab_set_property- Set a property on a component inside a Prefab asset (supports basic types, vectors, colors, and asset references)
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 · 253 lines · 121 tokens per session scan A 1d0766b997f5
unity-prefab is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 121 tokens to every session and 2,723 once invoked, about $0.0005 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.