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 projectgit 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/project)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/project"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/project/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/project"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/project.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 | $0.00151 | $0.01147 |
| Opus 5.5 | $0.00060 | $0.00459 |
| Sonnet 5.5 | $0.00030 | $0.00229 |
| Haiku 4.5 | $0.00015 | $0.00115 |
Grade A, and why
unity-project 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 — 102 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Project Skills
Project information and configuration.
Operating Mode
本模块除 project_add_tag(Operation = Create,未设 Mode 字段,默认 FullAuto,Approval 模式下需 grant)外,其余 8 个 skill(project_get_info / project_get_render_pipeline / project_list_shaders / project_get_build_settings / project_get_packages / project_get_layers / project_get_tags / project_get_player_settings)均标 SkillMode.SemiAuto 且为只读 Query,Approval / Auto / Bypass 三档下都可直接执行。不含 NeverInSemi 高危 skill。
Player Settings、Build Settings、Layer 通过本模块只读获取;如需编辑,请使用
editor_execute_menu打开Edit/Project Settings...或File/Build Settings...(菜单本身在 editor 模块为 SemiAuto,可直接执行)。
DO NOT (common hallucinations):
project_savedoes not exist → usescene_save(scene module) oreditor_execute_menumenuPath="File/Save"project_settingsdoes not exist → use specific skills:project_get_render_pipeline,project_get_build_settings, etc.project_set_resolution/project_set_player_settingsdo not exist → Player Settings are read-only viaproject_get_player_settings; to edit, open Project Settings viaeditor_execute_menuwithEdit/Project Settings...project_createdoes not exist → projects are created via Unity Hub, not REST API
Routing:
- For graphics / quality / SRP configuration → use the
graphicsmodule - For Layer/Tag management →
project_add_tag(this module); Layers are read-only viaproject_get_layers(edit viaeditor_execute_menu→Edit/Project Settings...) - For build settings →
project_get_build_settings(read-only; useeditor_execute_menu→File/Build Settings...to edit)
Skills
project_get_info
Get project information including render pipeline, Unity version, and settings. Parameters: None.
project_get_render_pipeline
Get current render pipeline type and recommended shaders. Parameters: None.
project_list_shaders
List all available shaders in the project. Parameters:
filter(string, optional): Filter by name.limit(int, optional): Max results (default 50).
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 · 102 lines · 151 tokens per session scan A de37104857ad
unity-project is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 151 tokens to every session and 1,147 once invoked, about $0.0006 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.