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 profilergit 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/profiler)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/profiler"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/profiler/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/profiler"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/profiler.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 | $0.00264 | $0.01552 |
| Opus 5.5 | $0.00106 | $0.00621 |
| Sonnet 5.5 | $0.00053 | $0.00310 |
| Haiku 4.5 | $0.00026 | $0.00155 |
Grade A, and why
unity-profiler 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.
This is a copy
86% identical to unity-profiler — 21 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 128 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Profiler Skills
Get performance statistics.
Operating Mode
- Approval / Auto / Bypass: 所有 skill 直接执行。本模块全部标
ReadOnly = true, Mode = SkillMode.SemiAuto,三档模式下都不需要 grant。 - 本模块不含 Delete / PlayMode / Reload / RiskLevel=high 类 skill —— 没有
IsForbiddenInSemi拦截。 - 注:本组 skill 仅做"瞬时快照"读取,不是 Profiler 录制控制;持续采样请用 Unity Profiler 窗口。
DO NOT (common hallucinations):
profiler_start/profiler_stopdo not exist → profiler skills are read-only snapshots, not recording controlsprofiler_recorddoes not exist → use Unity Profiler window for recordingprofiler_analyze/profiler_get_fpsdo not exist → useprofiler_get_stats(FPS, batches, draw calls) orprofiler_get_memory(heap sizes)
Routing:
- For scene performance hints → use
perceptionmodule'sscene_performance_hints - For memory info →
debug_get_memory_info(debug module) orprofiler_get_memory(this module) - For optimization suggestions → use
optimizationmodule
Skills
profiler_get_stats
Get performance statistics (FPS, Memory, Batches). Parameters: None.
Returns:
{
"fps": 60.0,
"triangles": 1500,
"batches": 12,
"memory": { "totalAllocatedMB": 256.5, ... }
}
profiler_get_memory
Get memory usage overview (total allocated, reserved, mono heap). Parameters: None.
Returns: { success, totalAllocatedMB, totalReservedMB, unusedReservedMB, monoHeapMB, monoUsedMB }
profiler_get_runtime_memory
Get top N objects by runtime memory usage in the scene.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| limit | int | No | 20 | Maximum number of objects to return |
Returns: { success, totalTrackedMB, showing, objects: [{ name, type, sizeKB }] }
profiler_get_texture_memory
Get memory usage of all loaded textures.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| limit | int | No | 50 | Maximum number of textures to return |
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 · 128 lines · 264 tokens per session scan A e4a858ed814c
unity-profiler is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 264 tokens to every session and 1,552 once invoked, about $0.0011 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 86% identical to unity-profiler, differing in 21 lines, and is treated as a copy.
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.