Legends-Of-Heroes: Skill for Codex

.codex/skills/unity-yaml-editing/SKILL.md

unity-yaml-editing is a skill for Codex from FlameskyDexive/Legends-Of-Heroes. It costs 97 tokens per session (762 once invoked), scanned A, original, MIT.

A workflow for directly editing Unity's text-based YAML files, including scenes, Prefabs, materials, controllers, and configuration assets. These files describe how Unity stores project data.

In plain words
What is it for?
Use it to inspect, repair, create, or modify serialized Unity assets when the usual editor or command-line APIs do not support the needed change.
Why use it?
It provides a fallback for structural changes that Unity tools or the AIBridge commands cannot express, while recognizing that the format is easy to break.

Skill for Codex

Written for Codex: installed under .codex/. Also seen: mentions Codex.

This is FlameskyDexive/Legends-Of-Heroes's own configuration. It tells Codex how to work on Legends-Of-Heroes itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything Legends-Of-Heroes configures →

Reuse

Borrowing it

Nothing to install: this file belongs to FlameskyDexive/Legends-Of-Heroes. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/FlameskyDexive/Legends-Of-Heroes/master/.codex/skills/unity-yaml-editing/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/FlameskyDexive/Legends-Of-Heroes

Made for: Codex.

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-yaml-editing

README.md
[![agentmods](https://agentmods.dev/badge/skills/flameskydexive/legends-of-heroes/unity-yaml-editing/github.svg)](https://agentmods.dev/skills/flameskydexive/legends-of-heroes/unity-yaml-editing)
Your own site
<a href="https://agentmods.dev/skills/flameskydexive/legends-of-heroes/unity-yaml-editing"><img src="https://agentmods.dev/badge/skills/flameskydexive/legends-of-heroes/unity-yaml-editing/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-yaml-editing

Your own site · 80×15
<a href="https://agentmods.dev/skills/flameskydexive/legends-of-heroes/unity-yaml-editing"><img src="https://agentmods.dev/badge/skills/flameskydexive/legends-of-heroes/unity-yaml-editing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 97 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 762 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found 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 $0.00097 $0.00762
Opus 5 $0.00048 $0.00381
Sonnet 5 $0.00019 $0.00152
Haiku 4.5 $0.00010 $0.00076

Measured 12d ago against content hash 1086019e5fb3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

unity-yaml-editing 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 12d 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

Copies of this mod

1 near-identical copy found in the catalogue:

.codex/skills/unity-yaml-editing/SKILL.md · 44 lines

How it starts

The opening of the file, as written. The whole thing — 44 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity YAML Editing

Use this Skill only after considering Unity/AIBridge APIs. UnityYAML is fragile; direct text edits are the fallback for unsupported serialized asset operations, deterministic repair work, and rare text-serialized asset authoring that AIBridge/Unity APIs cannot express.

Decision Order

  1. Prefer aibridge Inspector/SerializedProperty commands for single readable field edits on scene objects, prefab assets, and .asset files.
  2. Prefer inspector set_properties for small batched field edits on one target.
  3. Prefer aibridge-prefab-patch for complex Prefab child/component/property/array/reference edits it supports.
  4. Prefer Unity Editor scripts when generating high-level assets that Unity can create more safely than text.
  5. Use direct UnityYAML editing when AIBridge/Unity APIs cannot express the operation, for example:
    • Scene .unity structure/object creation or unsupported scene edits.
    • New Prefab asset authoring, paired .meta creation, or Prefab/Variant structures not covered by prefab patch.
    • ScriptableObjectTable, custom ScriptableObject .asset, .mat, .controller, or other serialized assets requiring unsupported structural changes.
    • Repairing malformed text serialization while preserving existing IDs and references.

Required Workflow

  1. Read references/unity-yaml-reference.md before editing.
  2. Inspect a same-project example for every Unity component/class you will create; never write component schemas from memory.
  3. Make a small, reviewable patch; preserve ordering, indentation, document headers, anchors, m_Script, GUIDs, and local fileIDs unless a new object must be created.
  4. For new assets, create or preserve the paired .meta file and ensure its GUID does not already appear in the project.
  5. For new MonoBehaviour/ScriptableObject documents, resolve the script .meta GUID first and use it in m_Script.
  6. For new documents, allocate local fileIDs that do not exist in the same file and update every owning reference consistently.
  7. Validate with Unity import/compile and targeted AIBridge hierarchy/properties inspection when possible.

Read the full file on GitHub · 44 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 12d ago First seen · 44 lines · 97 tokens per session scan A 1086019e5fb3

Subscribe to this mod's changes

unity-yaml-editing is a skill published in the GitHub repository FlameskyDexive/Legends-Of-Heroes (925 stars, last pushed 1mo ago), licensed MIT. It adds 97 tokens to every session and 762 once invoked, about $0.0005 per session on Opus 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 2026-08-30.

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