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 german-krasnikov/unity-biome-mcp --skill unity-csharp-editinggit clone --depth 1 https://github.com/german-krasnikov/unity-biome-mcpWrote 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/german-krasnikov/unity-biome-mcp/unity-csharp-editing)<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/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/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="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
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.
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 | $0.00035 | $0.00697 |
| Opus 5.5 | $0.00014 | $0.00279 |
| Sonnet 5.5 | $0.00007 | $0.00139 |
| Haiku 4.5 | $0.00003 | $0.00070 |
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 1mo 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 — 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
- Read the complete target file, direct callers, and nearby tests.
- Mark the console before editing.
- Prepare the complete proposed file content.
- Preflight it:
compile_preflight(
file_path="Assets/Scripts/FeatureController.cs",
new_content="<complete proposed file>"
)
- Write only after preflight succeeds or explicitly reports that Roslyn is unavailable.
- Call
sync_unity(timeout=60)once to trigger refresh and wait for the new domain. - Run focused tests with one correlated
run_tests_wait(mode="EditMode", filter="...")call. - 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.
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.
- 1mo ago First seen · 86 lines · 35 tokens per session scan A 16b9356c4ff8
unity-csharp-editing is a skill published in the GitHub repository german-krasnikov/unity-biome-mcp (31 stars, last pushed 10d ago), licensed MIT. It adds 35 tokens to every session and 697 once invoked, about $0.0001 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 2026-08-30.
Other skills, from other repositories
unity-csharp-architecture-and-ecs
Architectural patterns, Data-Oriented Technology Stack (DOTS), Unity ECS, Burst Compiler, C# Job System, memory management, zero-allocation C# patterns, and frame-budget optimization for high-performance Unity game development.
godot-gdscript-patterns
Enterprise architecture patterns for Godot Engine 4.x using GDScript and C#, Node tree composition, Custom Resources, Signal Bus patterns, Direct Server APIs (PhysicsServer, RenderingServer), memory management, and performance profiling.
script-execute
Compiles and runs C# in the Unity Editor (Roslyn): plain statements with the last expression as the result, or a full class with a static method. See the skill body for the modes, usings/include and Unity object parameters.
script-delete
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.
script-read
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.
script-update-or-create
Write a .cs script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via requestId after Unity finishes the triggered compilation. Use…