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-launchnpx skills add hatayama/unity-cli-loop --skill uloop-launchgit 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 | $0.00046 | $0.00704 |
| Opus 5 | $0.00023 | $0.00352 |
| Sonnet 5 | $0.00009 | $0.00141 |
| Haiku 4.5 | $0.00005 | $0.00070 |
Grade A, and why
uloop-launch 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 yesterday.
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 — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
uloop launch
Launch Unity Editor with the correct version for a project.
uloop launch is not fire-and-forget. When Unity needs to start or restart, the command waits
until Unity is actually ready for CLI operations before it exits.
Usage
uloop launch [project-path] [options]
Parameters
| Parameter | Type | Description |
|---|---|---|
project-path |
string | Optional. Use only when the target Unity project is not in the current directory. |
-r, --restart |
flag | Kill running Unity and restart |
-q, --quit |
flag | Kill an existing Unity process for the project without launching |
--editor-version <version> |
string | Use this Unity Editor version instead of ProjectVersion.txt |
-p, --platform <P> |
string | Build target (e.g., StandaloneOSX, Android, iOS) |
--max-depth <N> |
number | Search depth when project-path is omitted (default: 3, -1 for unlimited) |
Output
May print status/progress lines before the final JSON payload, such as project path, detected Unity version, or readiness wait messages.
The final JSON payload includes:
Success: whether the command completedReady: whether Unity CLI Loop is ready for commandsServerReady: whether the Unity CLI Loop server accepted requestsProjectIpcReady: whether the project IPC path accepted tool requestsAlreadyRunning: whether an existing Unity process was reusedLaunched: whether this command launched a Unity processRestarted: whether this command stopped an existing process and launched a new oneQuit: whether this command stopped Unity without launching a new processPreviousProcessId: process ID stopped by restart or quit, when availableCurrentProcessId: current Unity process ID, when availableProjectRoot: resolved project rootMessage: readiness summary
When not to use
A single failed, cancelled, or busy command (e.g. right after a domain reload) is not a reason to launch — retry the command instead. Running launch while the Editor is up brings the Unity window to the foreground, which disrupts the user. Reach for launch only when Unity is not running, or still does not respond after retries.
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.
- yesterday Changed · +8 lines · +29 tokens per session bfeca9e6676e
- yesterday First seen · 55 lines · 17 tokens per session scan A c7b978963dd0
uloop-launch is a skill published in the GitHub repository hatayama/unity-cli-loop (522 stars, last pushed yesterday), licensed MIT. It adds 46 tokens to every session and 704 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.
Other skills, from other repositories
unity
Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…
test-designing-guide
Provides test design methodology for Unity projects. Use this skill whenever designing test cases from requirements or specifications, including selecting test techniques, deriving test cases, and formatting them. Even for small features, load this skill to ensure test design rigor.
fix-bug
Diagnoses and fixes bugs using a test-first workflow (reproduce, diagnose, fix). Use this skill whenever the user reports a bug, describes unexpected behavior, or asks to investigate or fix a defect. Even if the user says "something's broken", "this isn't working", "fix this bug", or "why does X happen", load this…
plan-feature
Orchestrates the test-first implementation planning workflow for feature implementation and spec changes. Use this skill whenever plan mode is active and the task involves implementing or adding a new feature, or changing an existing specification. Even if the user only says "plan this" or "how should we implement…
refine-tests
Reviews existing test code for conformance to the test-designing-guide and test-writing-guide, then applies the refinements. Use this skill when the user wants to review or refine existing test code so it follows the project's test design and writing conventions. Typically invoked as /refine-tests .
test-writing-guide
Provides guidelines for writing test code for Unity projects. Make sure to use this skill whenever writing, creating, editing, or modifying test code files (files under Tests/). This includes implementing new tests, fixing test failures, adding test cases, or any task that results in test code changes. Even for small…