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.
curl -O https://raw.githubusercontent.com/FlameskyDexive/Legends-Of-Heroes/master/.codex/skills/unity-yaml-editing/SKILL.mdgit clone --depth 1 https://github.com/FlameskyDexive/Legends-Of-HeroesWrote 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/flameskydexive/legends-of-heroes/unity-yaml-editing)<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.
<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>- NVIDIA SkillSpector pass
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 | $0.00097 | $0.00762 |
| Opus 5 | $0.00048 | $0.00381 |
| Sonnet 5 | $0.00019 | $0.00152 |
| Haiku 4.5 | $0.00010 | $0.00076 |
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unity-yaml-editing — 95% identical, 48 lines differ
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
- Prefer
aibridgeInspector/SerializedProperty commands for single readable field edits on scene objects, prefab assets, and.assetfiles. - Prefer
inspector set_propertiesfor small batched field edits on one target. - Prefer
aibridge-prefab-patchfor complex Prefab child/component/property/array/reference edits it supports. - Prefer Unity Editor scripts when generating high-level assets that Unity can create more safely than text.
- Use direct UnityYAML editing when AIBridge/Unity APIs cannot express the operation, for example:
- Scene
.unitystructure/object creation or unsupported scene edits. - New Prefab asset authoring, paired
.metacreation, or Prefab/Variant structures not covered byprefab 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.
- Scene
Required Workflow
- Read
references/unity-yaml-reference.mdbefore editing. - Inspect a same-project example for every Unity component/class you will create; never write component schemas from memory.
- Make a small, reviewable patch; preserve ordering, indentation, document headers, anchors,
m_Script, GUIDs, and local fileIDs unless a new object must be created. - For new assets, create or preserve the paired
.metafile and ensure its GUID does not already appear in the project. - For new MonoBehaviour/ScriptableObject documents, resolve the script
.metaGUID first and use it inm_Script. - For new documents, allocate local fileIDs that do not exist in the same file and update every owning reference consistently.
- Validate with Unity import/compile and targeted AIBridge hierarchy/properties inspection when possible.
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.
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.
- 12d ago First seen · 44 lines · 97 tokens per session scan A 1086019e5fb3
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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