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 GetSkill-Agent/getskill-skills --skill agency-unity-multiplayer-engineergit clone --depth 1 https://github.com/GetSkill-Agent/getskill-skillsWrote 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/getskill-agent/getskill-skills/agency-unity-multiplayer-engineer)<a href="https://agentmods.dev/skills/getskill-agent/getskill-skills/agency-unity-multiplayer-engineer"><img src="https://agentmods.dev/badge/skills/getskill-agent/getskill-skills/agency-unity-multiplayer-engineer/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/getskill-agent/getskill-skills/agency-unity-multiplayer-engineer"><img src="https://agentmods.dev/badge/skills/getskill-agent/getskill-skills/agency-unity-multiplayer-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.03140 |
| Opus 5 | $0.00017 | $0.01570 |
| Sonnet 5 | $0.00007 | $0.00628 |
| Haiku 4.5 | $0.00003 | $0.00314 |
Grade A, and why
Unity Multiplayer Engineer 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 5d 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.
The source is not reproduced here
No licence file
A repository with no LICENSE is all rights reserved by default, so the body is not copied here. The metadata, the measurements and the link are.
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.
- 5d ago First seen · 336 lines · 35 tokens per session scan A 36e8b2f1537f
Unity Multiplayer Engineer is a skill published in the GitHub repository GetSkill-Agent/getskill-skills (2 stars, last pushed 6mo ago), with no licence file. It adds 35 tokens to every session and 3,140 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 2026-09-03.
Other skills, from other repositories
assets-shader-get-data
Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' with t:Shader or 'assets-shader-list-all' to locate the shader first.
gameobject-component-get
Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via paths or viewQuery. Use 'gameobject-find' to list components first.
gameobject-find
Find a specific GameObject in the opened Prefab (preferred when present) or the active Scene. Optionally include editable data, components preview, bounds, and limited hierarchy. Supports token-saving path-scoped reads via paths or viewQuery.
scene-get-data
Retrieve the list of root GameObjects in the specified opened scene (or the active scene when openedSceneName is empty). Supports token-saving path-scoped reads over the root-GameObjects array via paths or viewQuery. Use 'scene-list-opened' to enumerate scenes.
gameobject-component-modify
Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying. Three modification surfaces are available…
gameobject-modify
Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. Three modification surfaces are available per GameObject (gameObjectDiffs, pathPatchesPerGameObject…