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 unity-foundationgit 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/unity-foundation)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/unity-foundation"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/unity-foundation/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/unity-foundation"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/unity-foundation.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 | $0.00059 | $0.00747 |
| Opus 5.5 | $0.00024 | $0.00299 |
| Sonnet 5.5 | $0.00012 | $0.00149 |
| Haiku 4.5 | $0.00006 | $0.00075 |
Grade A, and why
unity-foundation 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 — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Foundation
This skill is SECONDARY to core ECS skills. When ECS and foundation guidance conflict, ECS wins.
Assembly Design (asmdef)
- Split editor code from runtime in separate assemblies (runtime.asmdef, editor.asmdef)
- Keep test code in a dedicated tests.asmdef — never reference test code from runtime
- Dependency direction: Tests → Runtime ← Editor (never Runtime → Editor)
- For ECS: additional split — authoring.asmdef references runtime.asmdef only
- Minimize inter-assembly dependencies to reduce compile times in large repos
Scene Lifecycle Contracts
For hybrid ECS + MonoBehaviour projects:
- Define explicit entry/exit contracts for each scene (what ECS state exists on entry, what is cleaned on exit)
- MonoBehaviour bootstrap: one entry point (
[DefaultExecutionOrder(-10000)]), no static singletons - ECS world lifecycle: world is created at bootstrap, systems initialize in OnCreate, dispose in OnDestroy
- Hybrid boundary: MonoBehaviour components that exist for baker input only — mark with clear naming convention
Project Navigation (for large repos)
- Before reading code: check workspace/repo-knowledge.md for prior system mapping
- Before designing: check workspace/ecs-registry.md for existing components
- Use
perceptionREST skills to read live scene state when code reading is insufficient - Use CRG
get_architecture_overviewfor code-level system discovery
Unity-Specific Code Quality
- Every Update/LateUpdate/FixedUpdate must open with guard clauses (isInitialized, null checks)
- Prefer early returns over nested conditionals
- Keep MonoBehaviour lifecycle methods as thin wrappers — delegate to plain C# classes
- For ECS: ISystem methods are already guard-free by design — no MonoBehaviour guard clauses needed
- Debug.Log is NOT stripped in Player builds by default — use conditional compilation or custom logger
Unity-Skills REST Integration
When calling Unity-Skills REST skills:
- Always check
GET /healthbefore first skill call — verifycurrentMode - Respect the permission mode — do not call SemiAuto skills without checking mode
- Call
unity_diagnosefirst for any debugging task — it provides an aggregated health snapshot - Prefer read-only skills (perception, debug, console) over mutating skills unless mutation is required
- Batch-first: when touching 2+ objects, prefer
*_batchskills over repeated single calls - Do NOT call
workfloworsmartmodules — they conflict with agent orchestration
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 · 63 lines · 59 tokens per session scan A 4c09e9ad9c0f
unity-foundation is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 59 tokens to every session and 747 once invoked, about $0.0002 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.