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 timelinegit 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/timeline)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/timeline"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/timeline/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/timeline"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/timeline.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 | $0.00124 | $0.02181 |
| Opus 5.5 | $0.00050 | $0.00872 |
| Sonnet 5.5 | $0.00025 | $0.00436 |
| Haiku 4.5 | $0.00012 | $0.00218 |
Grade A, and why
unity-timeline 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
91% identical to unity-timeline — 31 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 — 188 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Timeline Skills
Create and modify Unity Timeline assets — add typed tracks, drop clips on tracks, bind objects, set duration / wrap mode, and play/pause/stop the editor preview through the PlayableDirector.
Operating Mode
- Approval(默认):查询类 skill(
timeline_list_tracks,源码标SkillMode.SemiAuto)直接执行;其余变更/播放类(timeline_create/ add_*_track /timeline_add_clip/timeline_set_duration/timeline_play/timeline_set_binding,标SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。 - Auto / Bypass:未被禁列表拦截的 skill 直接执行。
- 本模块含 Delete 类 skill:
timeline_remove_track标记为SkillOperation.Delete,被IsForbiddenInSemi静态拦截 —— 仅 Bypass 模式或加入 Allowlist 才能调用。 timeline_play仅驱动 Editor 预览(PlayableDirector.Evaluate / Play 在编辑器上下文),不会进入 Play mode。
DO NOT (common hallucinations):
timeline_create_animation/timeline_add_trackdo not exist → use the typed track skills:timeline_add_animation_track,timeline_add_audio_track,timeline_add_activation_track,timeline_add_control_track,timeline_add_signal_tracktimeline_add_keyframedoes not exist → Timeline uses clips, not direct keyframes; usetimeline_add_cliptimeline_set_durationsets the Timeline asset duration, not individual clip duration
Routing:
- For Animator parameters/states → use
animatormodule - For runtime animation playback → use
editor_playor write C# viascriptmodule
Skills
timeline_create
Create a new Timeline asset and Director instance.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| name | string | Yes | - | Name of the timeline/object |
| folder | string | No | "Assets/Timelines" | Folder to save asset |
Returns: { success, assetPath, gameObjectName, directorInstanceId }
timeline_add_audio_track
Add an Audio track to a Timeline.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| name | string | No | - | GameObject name with PlayableDirector |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | - | GameObject hierarchy path |
| trackName | string | No | "Audio Track" | Name of the new track |
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 · 188 lines · 124 tokens per session scan A 0c17a81d705f
unity-timeline is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 124 tokens to every session and 2,181 once invoked, about $0.0005 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 91% identical to unity-timeline, differing in 31 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.