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 terraingit 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/terrain)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/terrain"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/terrain/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/terrain"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/terrain.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 | $0.00149 | $0.03828 |
| Opus 5.5 | $0.00060 | $0.01531 |
| Sonnet 5.5 | $0.00030 | $0.00766 |
| Haiku 4.5 | $0.00015 | $0.00383 |
Grade A, and why
unity-terrain 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
94% identical to unity-terrain — 23 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 — 341 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Terrain Skills
Guardrails
Operating Mode (v1.9 three-tier):
- Approval (default): query skills (
terrain_get_info,terrain_get_height) run directly. Create/modify skills (terrain_create,terrain_set_height,terrain_set_heights_batch,terrain_add_hill,terrain_generate_perlin,terrain_smooth,terrain_flatten,terrain_paint_texture) are FullAuto — onMODE_RESTRICTED, run the grant protocol;/permission/grantexecutes the skill server-side and returns the result. - Auto / Bypass: SemiAuto and FullAuto run directly.
- This module contains no Delete / PlayMode / Reload /
RiskLevel="high"skills — nothing auto-classifies as forbidden. To remove a terrain delete the asset viaasset_delete(subject to its own forbidden rules).
Note: All sculpt/paint operations require an existing Terrain in the scene, or use
terrain_createto generate one.
DO NOT (common hallucinations):
terrain_set_texturedoes not exist → useterrain_paint_texturewith layer index and brush parametersterrain_add_tree/terrain_add_grassdo not exist → these require Unity Terrain tools or custom scriptsterrain_set_sizedoes not exist → terrain dimensions are set at creation viaterrain_createterrain_import_heightmap/terrain_set_heightsdo not exist → useterrain_set_heights_batchwith a 2D heights array ([z][x]values 0-1)
Routing:
- For terrain material → use
materialmodule on terrain's material - For objects on terrain → use
gameobjectmodule to create/place objects
Skills Overview
| Skill | Description |
|---|---|
terrain_create |
Create new Terrain with TerrainData |
terrain_get_info |
Get terrain size, resolution, layers |
terrain_get_height |
Get height at world position |
terrain_set_height |
Set height at normalized coords |
terrain_set_heights_batch |
Batch set heights in region |
terrain_add_hill |
⭐ Add smooth hill with radius and falloff |
terrain_generate_perlin |
⭐ Generate natural terrain using Perlin noise |
terrain_smooth |
⭐ Smooth terrain to reduce sharp edges |
terrain_flatten |
⭐ Flatten terrain to target height |
terrain_paint_texture |
Paint texture layer at position |
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 · 341 lines · 149 tokens per session scan A a839c74c93ba
unity-terrain is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 149 tokens to every session and 3,828 once invoked, about $0.0006 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 94% identical to unity-terrain, differing in 23 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.