unity-csharp-editing

unity-csharp-editing is a skill for Claude Code, Codex from german-krasnikov/unity-biome-mcp. It costs 35 tokens per session (697 once invoked), scanned A, original, MIT.

A workflow for editing C# scripts in Unity, the game and interactive-app development engine, with checks around compilation and tests.

In plain words
What is it for?
Creating or changing Unity C# files, checking code before editing, waiting for compilation, running focused tests, and renaming serialized fields.
Why use it?
It helps catch code and Unity project problems before changes are written or handed over.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: reads .claude/ paths.

Good fit Creating or changing Unity C# files, checking code before editing, waiting for compilation, running focused tests, and renaming serialized fields.

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Install with agentmods
npx agentmods add skills/german-krasnikov/unity-biome-mcp/unity-csharp-editing
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 german-krasnikov/unity-biome-mcp --skill unity-csharp-editing
Clone the repo
git clone --depth 1 https://github.com/german-krasnikov/unity-biome-mcp

Made for: Claude Code, 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-csharp-editing

README.md
[![agentmods](https://agentmods.dev/badge/skills/german-krasnikov/unity-biome-mcp/unity-csharp-editing.svg)](https://agentmods.dev/skills/german-krasnikov/unity-biome-mcp/unity-csharp-editing)
Your own site
<a href="https://agentmods.dev/skills/german-krasnikov/unity-biome-mcp/unity-csharp-editing"><img src="https://agentmods.dev/badge/skills/german-krasnikov/unity-biome-mcp/unity-csharp-editing.svg" alt="Measured on agentmods" height="20"></a>
Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 697 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 warn 7 Sept 2026
SkillSpector: 1 finding, up to medium

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • medium Agent Snooping · line 8
    Skill enumerates or reads other installed skills. Access to other skills' SKILL.md files or the skills directory reveals prompt instructions, capabilities, and secrets that should be invisible to peer skills.
    Fix: Remove all code or instructions that list or read other skills' files or directories. Skills should operate independently; cross-skill access is a privilege escalation.
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 $0.00035 $0.00697
Opus 5 $0.00017 $0.00349
Sonnet 5 $0.00007 $0.00139
Haiku 4.5 $0.00003 $0.00070

Measured 8d ago against content hash 16b9356c4ff8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

unity-csharp-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 8d 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.

unity-plugin/ClientSkills/skills/unity-csharp-editing/SKILL.md · 86 lines

How it starts

The opening of the file, as written. The whole thing — 86 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity C# Editing

Read .claude/skills/unity-mcp-operations/SKILL.md once if it is not already loaded. This skill covers code in the consumer's Unity project; follow that project's assemblies, test framework, fixture hierarchy, and style.

Workflow

  1. Read the complete target file, direct callers, and nearby tests.
  2. Mark the console before editing.
  3. Prepare the complete proposed file content.
  4. Preflight it:
compile_preflight(
  file_path="Assets/Scripts/FeatureController.cs",
  new_content="<complete proposed file>"
)
  1. Write only after preflight succeeds or explicitly reports that Roslyn is unavailable.
  2. Call sync_unity(timeout=60) once to trigger refresh and wait for the new domain.
  3. Run focused tests with one correlated run_tests_wait(mode="EditMode", filter="...") call.
  4. Check the console delta and inspect any serialized data affected by the change.

Use await_compile only when compilation was already started by another action. It waits and reports; it does not trigger refresh or compilation.

Test Changes

  • Match the project's installed Unity Test Framework version and existing fixture conventions.
  • Keep tests independent and register or restore every resource they own.
  • Use bounded waits and await all asynchronous work before the test ends.
  • Prefer a narrow EditMode test for deterministic editor or serialization behavior; use PlayMode only when runtime frames or engine behavior matter.
  • Do not save user scenes, delete unowned assets, or hide cleanup failures.
  • Retain exact failing test names, expected and actual values, and stack traces.

Do not copy Unity Biome MCP's repository-only fixtures, worker attributes, or CI commands into a consumer project. They are implementation details of this package's own repository, not a public testing framework.

Execute Code

Use execute_code only for bounded Editor automation, never as a substitute for maintainable source. Its convenience transforms hoist user using directives, inject using Object = UnityEngine.Object; when needed, and rewrite a bare return; for the generated execution wrapper.

Read the full file on GitHub · 86 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. 8d ago First seen · 86 lines · 35 tokens per session scan A 16b9356c4ff8

Subscribe to this mod's changes

unity-csharp-editing is a skill published in the GitHub repository german-krasnikov/unity-biome-mcp (29 stars, last pushed today), licensed MIT. It adds 35 tokens to every session and 697 once invoked, about $0.0002 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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