unity-terrain

unity-terrain is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 149 tokens per session (3,828 once invoked), scanned A, a copy of unity-terrain, MIT.

A set of tools and rules for creating and editing Unity Terrain, the system Unity uses for 3D landscapes. It covers height changes, hills, smoothing, flattening, procedural Perlin landscapes, and texture painting.

In plain words
What is it for?
It is for building and shaping game landscapes in Unity, including terrain heightmaps, landforms, and painted ground textures.
Why use it?
It prevents the agent from calling unsupported terrain operations and describes when approval is needed for changes.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit It is for building and shaping game landscapes in Unity, including terrain heightmaps, landforms, and painted ground textures.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/terrain
Install

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.

Any agent
npx skills add dyCuong03/unity-agent-team --skill terrain
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote 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.

agentmods badge for unity-terrain

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/terrain/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/terrain)
Your own site
<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.

agentmods 80×15 button for unity-terrain

Your own site · 80×15
<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>
Per session 149 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,828 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 94% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 11d ago against content hash a839c74c93ba, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

Origin

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.

.claude/skills/unity-skills/skills/terrain/SKILL.md · 341 lines

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 — on MODE_RESTRICTED, run the grant protocol; /permission/grant executes 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 via asset_delete (subject to its own forbidden rules).

Note: All sculpt/paint operations require an existing Terrain in the scene, or use terrain_create to generate one.

DO NOT (common hallucinations):

  • terrain_set_texture does not exist → use terrain_paint_texture with layer index and brush parameters
  • terrain_add_tree / terrain_add_grass do not exist → these require Unity Terrain tools or custom scripts
  • terrain_set_size does not exist → terrain dimensions are set at creation via terrain_create
  • terrain_import_heightmap / terrain_set_heights do not exist → use terrain_set_heights_batch with a 2D heights array ([z][x] values 0-1)

Routing:

  • For terrain material → use material module on terrain's material
  • For objects on terrain → use gameobject module 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

Read the full file on GitHub · 341 lines

Changes

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.

  1. 11d ago First seen · 341 lines · 149 tokens per session scan A a839c74c93ba

Subscribe to this mod's changes

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.

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