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 probuildergit 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/probuilder)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/probuilder"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/probuilder/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/probuilder"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/probuilder.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 | $0.00168 | $0.02032 |
| Opus 5.5 | $0.00067 | $0.00813 |
| Sonnet 5.5 | $0.00034 | $0.00406 |
| Haiku 4.5 | $0.00017 | $0.00203 |
Grade A, and why
unity-probuilder 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 — 142 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity ProBuilder Skills
Use this module for editable ProBuilder meshes, not regular primitive GameObjects. It is best for blockout, level geometry, and procedural mesh refinement.
Requires:
com.unity.probuilderpackage. Batch-first: For scene blockout or level generation, preferprobuilder_create_batchwhen creating2+shapes.
Guardrails
Operating Mode (v1.9 three-tier):
- Approval (default): query skills (e.g.
probuilder_get_info,probuilder_get_vertices) run directly. Create/modify skills are FullAuto — call once, getMODE_RESTRICTED, run the grant protocol; a successful/permission/grantexecutes the skill server-side and returns the result in the same response. - Auto / Bypass: SemiAuto and FullAuto run directly.
- Auto-forbidden in this module:
probuilder_combine_meshes(SkillOperation.Modify | Delete, theDeletebit triggers NeverInSemi). It is callable only under Bypass mode or after the user adds it to the Allowlist; the grant flow returnsMODE_FORBIDDEN. Noteprobuilder_delete_facesisOperation = SkillOperation.Modifyonly and remains grantable under Approval/Auto. - When
com.unity.probuilderis missing, every skill returns a package-missing diagnostic instead of executing.
DO NOT (common hallucinations):
probuilder_create_meshdoes not exist -> useprobuilder_create_shapeprobuilder_edit_facedoes not exist -> use the specific face skills such asprobuilder_extrude_faces,probuilder_delete_faces,probuilder_merge_facesprobuilder_set_materialandprobuilder_set_face_materialare different -> whole object vs selected faces- Regular meshes do not become ProBuilder meshes automatically
- Mesh rebuild calls (
ToMesh()+Refresh()) are already handled by the skills. Do not invent a manual rebuild step
Routing:
- For ordinary primitive objects without editable topology -> use
gameobject_create - For material asset creation or shader work -> use
material - For large blockout generation -> combine this module with
materialandlight, but keep geometry creation here
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 142 lines · 168 tokens per session scan A 58377a6a1575
unity-probuilder is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 168 tokens to every session and 2,032 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.
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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
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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.