rql-mutate

rql-mutate is a skill for Claude Code from IvanMurzak/Unity-MCP. It costs 38 tokens per session (1,259 once invoked), scanned A, original, Apache-2.0.

A tool for changing objects, components, scenes, and assets in the live Unity Editor using RQL, a query language for finding and editing game data. It checks all changes first, supports previews, and makes changes undoable.

In plain words
What is it for?
Use it for bulk scene edits, changing component values, enabling or disabling objects, editing assets, and calling supported Unity methods. Changes are saved to disk automatically.
Why use it?
It avoids editing many Unity objects one by one and prevents partial updates when a target or value is invalid. A dry run lets you inspect the proposed changes before writing them.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for bulk scene edits, changing component values, enabling or disabling objects, editing assets, and calling supported Unity methods. Changes are saved to disk automatically.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ivanmurzak/unity-mcp/rql-mutate
About the project

Unity-MCP connects AI coding agents to the Unity game engine through MCP, letting them work with the Unity Editor and running games. It is used by game developers to generate code, automate development and testing, debug projects, and add AI-driven behavior to games. The catalogue entries provide skills, instructions, an MCP integration, and settings for operating this workflow.

IvanMurzak/Unity-MCP · 4,483 stars · on GitHub · ai-game.dev

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 IvanMurzak/Unity-MCP --skill rql-mutate
Clone the repo
git clone --depth 1 https://github.com/IvanMurzak/Unity-MCP

Made for: Claude Code.

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 rql-mutate

README.md
[![agentmods](https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/rql-mutate/github.svg)](https://agentmods.dev/skills/ivanmurzak/unity-mcp/rql-mutate)
Your own site
<a href="https://agentmods.dev/skills/ivanmurzak/unity-mcp/rql-mutate"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/rql-mutate/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 rql-mutate

Your own site · 80×15
<a href="https://agentmods.dev/skills/ivanmurzak/unity-mcp/rql-mutate"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/rql-mutate.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 38 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,259 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.
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 $0.00038 $0.01259
Opus 5.5 $0.00015 $0.00504
Sonnet 5.5 $0.00008 $0.00252
Haiku 4.5 $0.00004 $0.00126

Measured yesterday against content hash bf3d1c411a24, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

rql-mutate 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.

Unity-MCP-Plugin/.claude/skills/rql-mutate/SKILL.md · 96 lines

How it starts

The opening of the file, as written. The whole thing — 96 lines — stays where its author put it; the contents beside it link to each section on GitHub.

RQL / Mutate

Change the live Unity Editor scene with an RQL query whose last stage is set or call. All-or-nothing: every target and value is checked before anything is written; a failure changes nothing. Undoable in the Editor (Ctrl+Z). Changed assets, scenes and the open prefab are saved to disk automatically; an untitled scene needs SaveAs(path). dry_run=true returns the receipt ($ref, member, old, new) without changing anything. Do exactly the change requested; a read-only member fails with readonly-member instead of being approximated. set path = expr, ... assign members (paths may go through structs: set transform.position.y = transform.position.y + 1) call Method(args) invoke a method the tools expose Examples: objects | where name == "Player" | set transform.position = "(0, 1, 0)" objects | get components | where $ is Light | set intensity = intensity * 2, color = "#ffcc88" objects | where tag == "Enemy" | set active = false unity.asset("Assets/Mats/Red.mat") | set properties["_Color"] = "(1, 0, 0, 1)" objects | where name == "Spawner" | set targets = append(targets, ref("GameObject#1234")) Create / add / remove (call; the receipt's result column holds the new object's $ref for follow-up queries): editor | call CreateGameObject("Props") new root GameObject editor | call CreateGameObject("Crate", ref("GameObject#1234"), "Cube") child of a parent, optional primitive objects | where name == "Crate" | call AddComponent("Rigidbody") add a component by type name objects | where name == "Old" | call Destroy() remove a GameObject (components: get components | where $ is X | call Destroy()) objects | where name == "Lamp" | set transform.parent = ref("GameObject#1234") reparent (keeps the world position) objects | where name == "Crate" | call Duplicate() copy next to it (returns the copy) Scenes, prefabs, assets, Editor state: editor | call OpenScene("Assets/Scenes/Level.unity") editor | call NewScene("Assets/Scenes/New.unity") scenes | where path == "" | call SaveAs("Assets/Scenes/New.unity") scenes | where name == "Level" | call SetActive() editor | call InstantiatePrefab("Assets/Prefabs/Enemy.prefab", ref("GameObject#1234"), "(0, 0, 5)") objects | where name == "Crate" | call SaveAsPrefab("Assets/Prefabs/Crate.prefab") editor | call OpenPrefab("Assets/Prefabs/Enemy.prefab") then prefab | recurse children | … then editor | call ClosePrefab() editor | call CreateMaterial("Assets/Mats/Glow.mat") editor | call MoveAsset("Assets/A.mat", "Assets/Mats/A.mat") editor | set selection = [ref("GameObject#1234")] editor | set isPlaying = true profiler | call Start() profiler | call Save("Logs/profile.json") (read: profiler | select memory frame) Object literals build values: set settings = {speed: 2, "$type": "FastSettings"}. At most 20 targets per call.

Query part: the RQL of rql-query (full guide and the sources in its description); unity.assets("t:Material"), unity.asset(path), unity.find("Name"), ref("Light#1234"). Stages: where, select, sort, first N, get , recurse children. Operators: == != < > and or not, contains, starts-with, $ is Light. Paths a.b.c, list[0], map["key"]. Vectors/colors as "(1, 2, 3)" or "#ff8800"; enums as strings.

Read the full file on GitHub · 96 lines

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. yesterday First seen · 96 lines · 38 tokens per session scan A bf3d1c411a24

Subscribe to this mod's changes

rql-mutate is a skill published in the GitHub repository IvanMurzak/Unity-MCP (4,483 stars, last pushed today), licensed Apache-2.0. It adds 38 tokens to every session and 1,259 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 2026-10-16.