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-particles-vfxgit 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-particles-vfx)<a href="https://agentmods.dev/skills/german-krasnikov/unity-biome-mcp/unity-particles-vfx"><img src="https://agentmods.dev/badge/skills/german-krasnikov/unity-biome-mcp/unity-particles-vfx/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-particles-vfx"><img src="https://agentmods.dev/badge/skills/german-krasnikov/unity-biome-mcp/unity-particles-vfx.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 9 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 | $0.00028 | $0.00342 |
| Opus 5 | $0.00014 | $0.00171 |
| Sonnet 5 | $0.00006 | $0.00068 |
| Haiku 4.5 | $0.00003 | $0.00034 |
Grade A, and why
unity-particles-vfx 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 10d 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.
What it actually says
Unity Particles And VFX
If it is not already loaded, read
.claude/skills/unity-mcp-operations/SKILL.md once. Enable MEDIA. Use
particle for deterministic settings and vfx_intent for an initial draft
that is inspected before acceptance.
batch(
commands="""
particle action=create path=/Effects name=Impact preset=sparks
particle action=set path=/Effects/Impact module=main prop=startLifetime value=0.6
particle action=set path=/Effects/Impact module=noise prop=enabled value=true
particle action=play path=/Effects/Impact
particle action=get path=/Effects/Impact
""",
on_error="stop",
atomic=True
)
vfx_intent(
target="/Effects/Impact",
intent="Create a short green energy burst with mild turbulence",
kind="particle",
dry_run=True
)
Rules
- Inspect current modules before changing them.
- Use exact module/property/value calls for production tuning.
- Preview an intent request before execution.
- Verify playback state and module values from data.
- Use frame captures to assess motion only; do not use them to prove gameplay.
- Check overdraw and material cost for dense effects.
- Stop or remove temporary preview effects after verification.
Bad: vfx_intent(instruction="...").
Good: vfx_intent(target="...", intent="...", dry_run=True).
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.
- 10d ago First seen · 49 lines · 28 tokens per session scan A 552857a8cb5a
unity-particles-vfx is a skill published in the GitHub repository german-krasnikov/unity-biome-mcp (29 stars, last pushed yesterday), licensed MIT. It adds 28 tokens to every session and 342 once invoked, about $0.0001 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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