Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/dyCuong03/unity-agent-teamnpx agentmods add skills/dycuong03/unity-agent-team/scriptWrote 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/script)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/script"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/script/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/script"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/script.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 | $0.00241 | $0.03093 |
| Opus 5.5 | $0.00096 | $0.01237 |
| Sonnet 5.5 | $0.00048 | $0.00619 |
| Haiku 4.5 | $0.00024 | $0.00309 |
Grade A, and why
unity-script 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 — 259 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Script Skills
BATCH-FIRST: Use
script_create_batchwhen creating 2+ scripts. DESIGN-FIRST: Before creating gameplay scripts, actively consider coupling, performance, and maintainability. In an existing project, load../project-scout/SKILL.mdfirst. If the user is asking for architecture or refactoring advice, load../architecture/SKILL.mdand then../patterns/SKILL.md,../async/SKILL.md,../inspector/SKILL.md,../performance/SKILL.md,../script-roles/SKILL.md,../scene-contracts/SKILL.md,../testability/SKILL.md, or../scriptdesign/SKILL.mdas needed.
Operating Mode
- Approval(默认): 只读类 skill(
script_read/script_list/script_find_in_file/script_get_info/script_get_compile_feedback,标SkillMode.SemiAuto)直接执行;写型 skill(script_create/script_create_batch/script_replace/script_append/script_rename/script_move/script_delete,默认SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。 - Auto / Bypass: 直接执行。
- 本模块含 Delete / Reload 类高危 skill:
script_create/script_create_batch/script_replace/script_append/script_delete会触发 Domain Reload(且多标RiskLevel=high),script_delete同时是 Delete 操作 —— 这些 skill 在 Approval / Auto 下被IsForbiddenInSemi自动拦截,仅 Bypass 或 Allowlist 命中可执行。
DO NOT (common hallucinations):
script_edit/script_updatedo not exist → usescript_replacefor find-and-replacescript_writedoes not exist → usescript_create(new file) orscript_replace(modify existing)scriptNameparameter must NOT include.csextension- Templates only accept: MonoBehaviour, ScriptableObject, Editor, EditorWindow
Routing:
- To modify existing script content →
script_replace(find/replace) orscript_append(add lines) - To read script →
script_read - To check compile errors →
script_get_compile_feedback - To analyze script API → use
perceptionmodule'sscript_analyze
Skills Overview
| Single Object | Batch Version | Use Batch When |
|---|---|---|
script_create |
script_create_batch |
Creating 2+ scripts |
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 · 259 lines · 241 tokens per session scan A c24264f8230e
unity-script is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 241 tokens to every session and 3,093 once invoked, about $0.0010 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
reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.
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).
script-delete
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.
script-read
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.