Borrowing it
Nothing to install: this file belongs to hatayama/unity-cli-loop. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/hatayama/unity-cli-loop/main/.agents/skills/uloop-find-game-objects/SKILL.mdgit clone --depth 1 https://github.com/hatayama/unity-cli-loopWrote 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/hatayama/unity-cli-loop/uloop-find-game-objects)<a href="https://agentmods.dev/skills/hatayama/unity-cli-loop/uloop-find-game-objects"><img src="https://agentmods.dev/badge/skills/hatayama/unity-cli-loop/uloop-find-game-objects/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/hatayama/unity-cli-loop/uloop-find-game-objects"><img src="https://agentmods.dev/badge/skills/hatayama/unity-cli-loop/uloop-find-game-objects.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00040 | $0.00798 |
| Opus 5.5 | $0.00016 | $0.00319 |
| Sonnet 5.5 | $0.00008 | $0.00160 |
| Haiku 4.5 | $0.00004 | $0.00080 |
Grade A, and why
uloop-find-game-objects 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 — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.
uloop find-game-objects
Find GameObjects with search criteria or get details for currently selected Hierarchy objects.
Use this before execute-dynamic-code when identifying or inspecting selected GameObjects. Use get-hierarchy instead when you need the child tree, parent-child structure, or descendants under the selection.
Usage
uloop find-game-objects [options]
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
--name-pattern |
string | - | Name pattern to search |
--search-mode |
string | exact |
Search mode: exact, path, regex, contains, selected |
--required-components |
array | - | Required components |
--tag |
string | - | Tag filter |
--layer |
integer | - | Layer filter (layer number) |
--max-count |
integer | 20 |
Maximum number of results |
--include-inactive |
flag | - | Include inactive GameObjects |
--include-inherited-properties |
flag | - | Include inherited properties in results |
Search Modes
| Mode | Description |
|---|---|
exact |
Exact name match (default). Trap: --name-pattern "Camera" will not match a GameObject named "Main Camera" — use contains or regex for partial matching. A zero-hit exact search returns a Message hint pointing this out. |
path |
Hierarchy path search (e.g., Canvas/Button) |
regex |
Regular expression pattern |
contains |
Partial name match |
selected |
Get currently selected GameObjects in Unity Editor |
Output
Returns JSON with:
Results(array): Matching GameObjects, each containing:Name(string): GameObject namePath(string): Hierarchy path (e.g.,Canvas/Panel/Button)IsActive(boolean): Active state in hierarchyTag(string): GameObject tagLayer(number): Layer indexComponents(array): Each entry hasType(short name, e.g.,Rigidbody),FullTypeName(e.g.,UnityEngine.Rigidbody), andProperties(array of Inspector-visible{Name, Type, Value}pairs)
TotalFound(number): Results returned (after--max-countclipping). For multi-selection file export, this is the number exported.ErrorMessage(string): Top-level failure summary (empty on success)ProcessingErrors(array): Selected-mode per-GameObject serialization failures, each{GameObjectName, GameObjectPath, Error}. Omitted/null or empty on clean runs.
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 Changed 42e2df5569b2
- 1mo ago Changed · -25 lines 84282187cdc3
- 2mo ago First seen · 90 lines · 40 tokens per session scan A 817b1b047586
uloop-find-game-objects is a skill published in the GitHub repository hatayama/unity-cli-loop (586 stars, last pushed 2d ago), licensed MIT. It adds 40 tokens to every session and 798 once invoked, about $0.0002 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-ui
A Unity user-interface development and testing workflow for UI Toolkit and uGUI, Unity's two main UI systems.
unity-shared
Shared rules for working with Unity Editor instances through the Unity command-line relay.
unity-verify
A Unity Editor verification workflow that refreshes the project, waits for compilation, checks errors, and can run tests.
unity-scene
A workflow for building Unity game scenes by placing objects, configuring components, turning objects into Prefabs (reusable object templates), and saving scenes.
unity-api
A workflow for searching and calling Unity’s public programming interface, or API—the collection of functions exposed by Unity. It uses commands to find available methods and run them, including methods not covered by other tools.
unity-debug
A workflow for investigating runtime errors in the Unity game-development editor, including null references and console messages.