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.svg" alt="Measured on agentmods" 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 | $0.00017 | $0.00349 |
| Sonnet 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 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.
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.
- 8d 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 (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.
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.
godot-prompter-csharp-godot
Imported GodotPrompter guidance for csharp-godot workflows in game development projects.
godot-prompter-csharp-signals
Imported GodotPrompter guidance for csharp-signals workflows in game development projects.
reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.