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/hoatv2211/gamestudio-codexkit/unity-batchmode-build-verificationnpx skills add hoatv2211/GameStudio-CodexKIT --skill unity-batchmode-build-verificationgit clone --depth 1 https://github.com/hoatv2211/GameStudio-CodexKITWrote 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/hoatv2211/gamestudio-codexkit/unity-batchmode-build-verification)<a href="https://agentmods.dev/skills/hoatv2211/gamestudio-codexkit/unity-batchmode-build-verification"><img src="https://agentmods.dev/badge/skills/hoatv2211/gamestudio-codexkit/unity-batchmode-build-verification.svg" alt="Measured on agentmods" 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 | $0.00033 | $0.00779 |
| Opus 5 | $0.00016 | $0.00390 |
| Sonnet 5 | $0.00007 | $0.00156 |
| Haiku 4.5 | $0.00003 | $0.00078 |
Grade A, and why
unity-batchmode-build-verification 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.
How it starts
The opening of the file, as written. The whole thing — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Batchmode Build Verification
Overview
Verify Unity batch builds by command, environment, log, exit code, and observable artifact rather than treating process success as a complete build verdict.
When to use
Use for Unity CI, local batchmode builds, platform player generation, build-script regressions, or missing output despite exit code zero.
When NOT to use
Do not use to claim gameplay, visual, performance, store, or network correctness that the batch build did not exercise.
Required inputs and context discovery
Collect Unity executable/version, project path, build method, target platform, output path, log path, timeout, package snapshot, expected artifact properties, and safe cache policy.
Safety and risk level
Build outputs and caches are low-risk file side effects. Do not upgrade packages, save scenes, modify project settings, or overwrite release artifacts without approved scope.
Workflow
- Define the build claim, command, target, and expected artifact before execution. Completion criterion: success and failure signals are explicit.
- Verify Unity version, license availability, project lock state, and output ownership. Completion criterion: unavailable prerequisites are BLOCKED.
- Run the narrowest batchmode build and capture complete output. Completion criterion: exit code, duration, stdout/stderr, and log path are recorded.
- Inspect the expected artifact and relevant log errors or warnings. Completion criterion: exit zero without the artifact is FAIL.
- Issue PASS, FAIL, or BLOCKED with limitations and cleanup information. Completion criterion: the verdict does not imply untested runtime behavior.
Evidence and output contract
Produce unity-build-verdict.json with command, Unity version, target, exit code, log, artifact path/properties, verdict, limitations, and generated side effects.
Handoff contract
Record the failing command, first actionable log error, Unity/package snapshot, output path, generated caches, and next verification action.
What ships with it
3 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.
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 · 79 lines · 33 tokens per session scan A 98215506c029
unity-batchmode-build-verification is a skill published in the GitHub repository hoatv2211/GameStudio-CodexKIT (3 stars, last pushed 2d ago), licensed MIT. It adds 33 tokens to every session and 779 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 2026-08-31.
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