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 agentmods add skills/hatayama/unity-cli-loop/uloop-get-hierarchynpx skills add hatayama/unity-cli-loop --skill uloop-get-hierarchygit clone --depth 1 https://github.com/hatayama/unity-cli-loopWhat 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 | $0.00036 | $0.00398 |
| Opus 5 | $0.00018 | $0.00199 |
| Sonnet 5 | $0.00007 | $0.00080 |
| Haiku 4.5 | $0.00004 | $0.00040 |
Grade A, and why
uloop-get-hierarchy 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 2d 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
uloop get-hierarchy
Get Unity Hierarchy structure from the whole scene, a root path, or selected Hierarchy objects.
Use this for hierarchy structure, especially descendants under the current selection. Use find-game-objects --search-mode Selected when you need selected object details or component properties.
Usage
uloop get-hierarchy [options]
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
--root-path |
string | - | Root GameObject path to start from |
--max-depth |
integer | -1 |
Maximum depth (-1 for unlimited) |
--no-include-components |
flag | - | Exclude component information |
--no-include-inactive |
flag | - | Exclude inactive GameObjects |
--include-paths |
flag | - | Include full path information |
--use-components-lut |
string | auto |
Use LUT for components (auto, true, false) |
--use-selection |
flag | - | Use selected GameObject(s) as root(s). When set, --root-path is ignored. |
Output
Returns JSON with:
Message(string): Human-readable guidance pointing at the saved fileHierarchyFilePath(string): Filesystem path to the JSON file that contains the actual hierarchy data
The hierarchy itself is not in the response — it is written to the file at HierarchyFilePath. Open that file to read the Context and Hierarchy payload (GameObject tree, components, etc.).
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.
- 2d ago Changed · -23 lines 60c401431bbf
- 3d ago First seen · 62 lines · 36 tokens per session scan A ace11404c7b2
uloop-get-hierarchy is a skill published in the GitHub repository hatayama/unity-cli-loop (522 stars, last pushed 2d ago), licensed MIT. It adds 36 tokens to every session and 398 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.
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