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 scenegit 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/scene)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/scene"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/scene/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/scene"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/scene.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 | $0.00157 | $0.01815 |
| Opus 5.5 | $0.00063 | $0.00726 |
| Sonnet 5.5 | $0.00031 | $0.00363 |
| Haiku 4.5 | $0.00016 | $0.00181 |
Grade A, and why
unity-scene 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-scene — 88% identical, 55 lines differ
How it starts
The opening of the file, as written. The whole thing — 177 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Scene Skills
Control Unity scenes - the containers that hold all your GameObjects.
Operating Mode
- Approval(默认):本模块 Mixed ——
scene_get_info/scene_get_hierarchy/scene_get_loaded/scene_find_objects标SkillMode.SemiAuto,可直接执行;scene_screenshot/scene_unload/scene_set_active未设 Mode 字段(默认 FullAuto),Approval 模式下需 grant。 - Auto / Bypass:FullAuto 直接执行。
- 含 NeverInSemi 高危 skill:
scene_create/scene_load/scene_save(标RiskLevel="high",因为切换/覆盖整个场景文件影响范围极大)。这些在 Approval/Auto 下返MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。
DO NOT (common hallucinations):
scene_delete/scene_renamedo not exist → delete scene files viaasset_delete, rename viaasset_movescene_listdoes not exist → usescene_get_loaded(loaded scenes) orasset_findwitht:Scene(all scene assets)scene_find_objectsis a simple name/tag/component filter; for regex/layer/path search usegameobject_find(SkillMode.FullAuto)
Routing:
- For detailed hierarchy tree → use
perceptionmodule'shierarchy_describe - For scene statistics → use
perceptionmodule'sscene_summarize - For screenshot →
scene_screenshot(this module) orcamera_screenshot(camera module, SkillMode.FullAuto)
Skills Overview
| Skill | Description |
|---|---|
scene_create |
Create a new scene |
scene_load |
Load a scene |
scene_save |
Save current scene |
scene_get_info |
Get scene information |
scene_get_hierarchy |
Get hierarchy tree |
scene_screenshot |
Capture screenshot |
scene_get_loaded |
Get all loaded scenes |
scene_unload |
Unload an additive scene |
scene_set_active |
Set active scene |
scene_find_objects |
Search objects by name/tag/component |
Skills
scene_create
Create a new scene.
| Parameter | Type | Required | Description |
|---|---|---|---|
scenePath |
string | Yes | Path for new scene (e.g., "Assets/Scenes/MyScene.unity") |
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 · 177 lines · 157 tokens per session scan A 61fa68adcb89
unity-scene is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 157 tokens to every session and 1,815 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.