unity-agent-workflows

unity-agent-workflows is a skill for Codex from hashgraph-online/awesome-codex-plugins. It costs 158 tokens per session (4,521 once invoked), scanned A, original, Apache-2.0.

A set of rules for AI-assisted Unity development, where Unity is a tool for building games and interactive 3D applications. It requires the agent to inspect the real project structure and prove that changes work visibly at runtime.

In plain words
What is it for?
Use it when changing Unity scenes, user interfaces, visual assets, C# scripts, prefabs, assembly definition files, or runtime behavior in a Unity project.
Why use it?
It reduces mistakes caused by guessing which files, scenes, scripts, or components control a feature. It also adds checks for code organization, visual output, state changes, and repeated failures.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions subagents; mentions AGENTS.md; $skill-name invocation.

Good fit Use it when changing Unity scenes, user interfaces, visual assets, C# scripts, prefabs, assembly definition files, or runtime behavior in a Unity project.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/hashgraph-online/awesome-codex-plugins/unity-agent-workflows
About the project

Awesome Codex Plugins is a curated catalogue and marketplace of installable plugins, skills, and related resources for OpenAI Codex and ChatGPT. It helps people find, create, validate, and submit extensions for Codex workflows across its app, command-line interface, and IDE extensions. The catalogue add-ons are the plugins, skills, agents, and hooks listed or supported by this project.

hashgraph-online/awesome-codex-plugins · 1,326 stars · on GitHub · hol.org

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 hashgraph-online/awesome-codex-plugins --skill unity-agent-workflows
Clone the repo
git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins

Made for: 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-agent-workflows

README.md
[![agentmods](https://agentmods.dev/badge/skills/hashgraph-online/awesome-codex-plugins/unity-agent-workflows/github.svg)](https://agentmods.dev/skills/hashgraph-online/awesome-codex-plugins/unity-agent-workflows)
Your own site
<a href="https://agentmods.dev/skills/hashgraph-online/awesome-codex-plugins/unity-agent-workflows"><img src="https://agentmods.dev/badge/skills/hashgraph-online/awesome-codex-plugins/unity-agent-workflows/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.

agentmods 80×15 button for unity-agent-workflows

Your own site · 80×15
<a href="https://agentmods.dev/skills/hashgraph-online/awesome-codex-plugins/unity-agent-workflows"><img src="https://agentmods.dev/badge/skills/hashgraph-online/awesome-codex-plugins/unity-agent-workflows.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 158 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,521 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 Excessive Agency · line 163
    Skill enables autonomous high-impact decisions without human-in-the-loop verification. Critical operations (destructive commands, financial transactions, data deletion) should require explicit user confirmation.
    Fix: Add human-in-the-loop confirmation for destructive, irreversible, or high-impact operations. Never auto-execute commands that modify files, send data, or alter system state.
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 $0.00158 $0.04521
Opus 5.5 $0.00063 $0.01808
Sonnet 5.5 $0.00032 $0.00904
Haiku 4.5 $0.00016 $0.00452

Measured 13d ago against content hash 6e6a08d1b5d2, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-agent-workflows 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 13d 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.

plugins/AUN-PN/unity-agent-workflows/SKILL.md · 250 lines

How it starts

The opening of the file, as written. The whole thing — 250 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Agent Workflows

AI contract for Unity work. Keep answers compact, but never remove exact paths, object/class names, commands, errors, validation, rollback notes, or proof requirements.

Core Loop

  1. No proof, no edit.
  2. Treat this injected SKILL.md as authoritative; do not search for its own path unless missing or asked for diagnostics.
  3. Read live project instructions narrowly: AGENTS.md if present, git status --short, and existing UNITY_STRUCTURE.md plus only the focused map that matches the task when available. Read README.md, architecture docs, .agents/*, or repo-local agent files only when the task cites them, needs architecture/new-file/asmdef/routing decisions, or maps are missing/stale.
  4. Run git status --short; preserve unrelated dirty files.
  5. If user says only $unity-agent-workflows. Teach, run Teach.
  6. Derive only relevant live structure before architecture claims: folders, namespaces, .asmdef, scenes/prefabs, bootstraps, graphs, docs, UNITY_STRUCTURE*.
  7. Classify task with Task Gate, then load required references before edits.
  8. Inspect real owner files; never start from memory, nearest-name guessing, semantic similarity, or screenshot proximity alone.
  9. Fill useful Routing Card fields for structure, visible output, state flow, multi-agent, or hub changes.
  10. Patch the smallest proven owner/artifact.
  11. Validate, sync mirrors if package skill files changed, then close out with proof.

Task Gate

Trigger Required action
Runtime/visible bug Prove owner chain before editing.
Runtime-visible output, target alignment, focus/highlight/marker/HUD, overlay, input blocker, modal dimming, duplicate names, hardcoded layout, "do not guess" Runtime Visible Output Hard Stop.
Screenshot or visible UI text fix Screenshot Text Owner Gate; search exact visible text/localization key and prove creator plus refresh writer before editing.
Visual/model/sprite/asset integration where feature name, source asset, factory, or visible surface may disagree Visible Object Identity Lock, Multi-Surface Visible Behavior Lock, and Single-Agent Anti-Anchoring Guard before editing.
Same visible behavior requested across multiple scenes/surfaces, or words like "also", "after transition", "menu and gameplay", "preview and runtime", "scene A and scene B" Multi-Surface Visible Behavior Lock; prove each surface owner, active caller, asset/factory dependency, and fallback behavior before editing any surface.
Shared factory/helper/style/global method candidate for a scoped visible surface Shared Caller Blast Radius Gate: prove allowed runtime caller(s), all other callers, and whether the patch is surface-local before editing.
Overlay/dim source-bound mistakes Prove source target bounds; overlay/dim/mask/blocker rects are destination output unless explicit marker proof exists.
Predictive aim, turret targeting, ballistic trajectory with drag, collision tunneling, CCD, proportional navigation (TPN), physics movement Kinematic predictive intercept, drag ballistics, and TPN equations in references/runtime-numeric-proof.md; solve 2nd-order quadratic intercept with CPA fallback.
2D game physics, 2D platformer jump apex/gravity, Rigidbody2D drag, Box2D tunneling/Continuous Collision Detection (CCD), 2D predictive lead intercept, 2D steering/TPN, 2D orthographic camera, ScreenToWorldPoint z-plane distance, RectTransform in Canvas 2D (Overlay camera null & World Space 1/PPU scale), 2D pixel-perfect PPU snapping, Tilemap cell-to-world pivot 2D kinematic equations, Box2D drag damping, 2D parabolic jump kinematics ($g = 2h/t_{\text{apex}}^2$), Orthographic projection, 2D Canvas RectTransform invariants, 2D CCD raycast, and Tilemap half-tile pivot invariants in references/coordinate-space-conversion.md and references/runtime-numeric-proof.md.
Offscreen pointer, behind-camera target, near-clip singularity, optical axis degeneracy, 3D bounds frustum clipping, CanvasScaler aspect drift, stretch anchor mismatch Projective geometry, near-clip plane w <= 0 clamping, optical axis guard, Sutherland-Hodgman 3D near-plane clipping, CanvasScaler log formula, and RectTransform invariants in references/coordinate-space-conversion.md.
Quaternion rotation flip, gimbal lock, Euler snap, rotational slerp/nlerp, symplectic physics stability Quaternion antipodal shortest-path condition (q1·q2 < 0), small-angle Nlerp fallback, and Symplectic Euler integration in references/runtime-numeric-proof.md.
Focus ring / UI overlay alignment precision, quantitative spatial verification Intersection over Union (IoU >= 0.95) and sub-pixel tolerance in references/runtime-numeric-proof.md.
Repeated visible-output mismatch after patch Runtime numeric proof before another coordinate/layout/fallback patch.
Multi-agent visible-output or state work Sub-agent decision and permission gate first; main-agent scope lock before workers patch; checker must review.
New/moved files, expanded C# responsibility, asmdef/module routing, hub deflation Project-derived routing, no fixed structure, hub stop gate.
UI, screenshot, HUD, menu, safe area, TMP, spotlight, item-based UI assembly, picked UI parts, UI slices, extracted UI parts, textless UI sprites, design manifests UI workflow plus runtime-owner proof, extracted item assembly proof, and validation.
Visual source asset Source asset/generator gate before Unity integration code.
Content, progression, economy, levels, objectives, gameplay tuning Data-first content workflow.
Tutorial, onboarding, objective, unlock, selection, action, navigation, state transition, guided selection/action flows State-step guards.
Compile/runtime doubt, stale Bee/Roslyn response files, Play Mode proof Validation workflow.
Cleanup/deletion/generated files/git hygiene Cleanup proof.
Rule/session mining/workflow update Patch only the owning artifact.

Read the full file on GitHub · 250 lines

Files

What ships with it

31 files 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. 13d ago Changed · +8 lines · +12 tokens per session 6e6a08d1b5d2
  2. 1mo ago First seen · 242 lines · 146 tokens per session scan A eb15bd056553

Subscribe to this mod's changes

unity-agent-workflows is a skill published in the GitHub repository hashgraph-online/awesome-codex-plugins (1,326 stars, last pushed today), licensed Apache-2.0. It adds 158 tokens to every session and 4,521 once invoked, about $0.0006 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.

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