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 scriptableobjectgit 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/scriptableobject)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/scriptableobject"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/scriptableobject/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/scriptableobject"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/scriptableobject.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 | $0.00136 | $0.01418 |
| Opus 5.5 | $0.00054 | $0.00567 |
| Sonnet 5.5 | $0.00027 | $0.00284 |
| Haiku 4.5 | $0.00014 | $0.00142 |
Grade A, and why
unity-scriptableobject 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 — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ScriptableObject Skills
Create and manage ScriptableObject assets.
Operating Mode
- Approval(默认):本模块 Mixed ——
scriptableobject_get/scriptableobject_list_types/scriptableobject_find/scriptableobject_export_json标SkillMode.SemiAuto,可直接执行;写类 skill (scriptableobject_create/scriptableobject_set/scriptableobject_set_batch/scriptableobject_duplicate/scriptableobject_import_json) 标SkillMode.FullAuto,需 grant 单次执行返结果。 - Auto / Bypass:FullAuto 直接执行。
- 含 NeverInSemi 高危 skill:
scriptableobject_delete(Operation.Delete)。该 skill 在 Approval/Auto 下返MODE_FORBIDDEN,仅 Bypass 或 Allowlist 命中可调。
DO NOT (common hallucinations):
scriptableobject_create_typedoes not exist → create SO scripts viascript_createwith template "ScriptableObject"scriptableobject_get_properties/scriptableobject_readdo not exist → usescriptableobject_getscriptableobject_set_property/scriptableobject_set_fielddo not exist → usescriptableobject_set(single field) orscriptableobject_set_batch(multiple fields)scriptableobject_savedoes not exist → changes are auto-saved to the asset
Routing:
- For ScriptableObject script creation → use
scriptmodule with template "ScriptableObject" - For JSON import/export →
scriptableobject_import_json/scriptableobject_export_json(this module)
Skills
scriptableobject_create
Create a new ScriptableObject asset. Parameters:
typeName(string): ScriptableObject type name.savePath(string): Asset save path.
scriptableobject_get
Get properties of a ScriptableObject. Parameters:
assetPath(string): Asset path.
scriptableobject_set
Set a field/property on a ScriptableObject. Parameters:
assetPath(string): Asset path.fieldName(string): Field or property name.value(string): Value to set.
scriptableobject_list_types
List available ScriptableObject types in the project. Parameters:
filter(string, optional): Filter by name.
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 · 122 lines · 136 tokens per session scan A b7a9719bb7af
unity-scriptableobject is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 136 tokens to every session and 1,418 once invoked, about $0.0005 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.