scene-save

scene-save is a skill for Claude Code from IvanMurzak/Unity-MCP. It costs 54 tokens per session (539 once invoked), scanned A, original, Apache-2.0.

A Unity Editor tool that saves an open scene back to its existing file, or saves it to a new Unity scene path. A scene is a saved game level or environment.

In plain words
What is it for?
Use it to preserve changes to Unity levels, save the active scene, or write an edited scene as a new asset.
Why use it?
It removes the need to manually save scene changes through the Unity interface. Saving to a new path also lets you create a separate copy of an existing setup.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to preserve changes to Unity levels, save the active scene, or write an edited scene as a new asset.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ivanmurzak/unity-mcp/scene-save
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 · 4,223 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 scene-save
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 scene-save

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/ivanmurzak/unity-mcp/scene-save"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/scene-save.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 539 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. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 1 finding, up to medium

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • medium MCP Rug Pull · line 43
    npx commands without a version suffix (e.g. @1.0.0) create a rug-pull risk if the upstream server is compromised and publishes a malicious update.
    Fix: Pin the version: npx @scope/[email protected]
How audits are shown
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 $0.00054 $0.00539
Opus 5 $0.00027 $0.00269
Sonnet 5 $0.00011 $0.00108
Haiku 4.5 $0.00005 $0.00054

Measured 6d ago against content hash ac202757cab9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

scene-save 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 6d 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.

Unity-MCP-Plugin/.claude/skills/scene-save/SKILL.md · 73 lines

What it actually says

Scene / Save

Save Opened scene to the asset file. Use 'scene-list-opened' tool to get the list of all opened scenes.

Inputs

  • openedSceneName (optional) — name of an opened scene to save. Empty/null = active scene.
  • path (optional) — destination .unity path. Empty/null = save back to the scene's existing path.

Validation

Throws if the scene cannot be resolved, has no existing path AND no override path was supplied, or the supplied path does not end with .unity. On EditorSceneManager.SaveScene failure, surfaces an error with the current opened-scenes list for diagnosis.

How to Call

unity-mcp-cli run-tool scene-save --input '{
  "openedSceneName": "string_value",
  "path": "string_value"
}'

For complex input (multi-line strings, code), save the JSON to a file and use:

unity-mcp-cli run-tool scene-save --input-file args.json

Or pipe via stdin (recommended):

unity-mcp-cli run-tool scene-save --input-file - <<'EOF'
{"param": "value"}
EOF

Troubleshooting

If unity-mcp-cli is not found, either install it globally (npm install -g unity-mcp-cli) or use npx unity-mcp-cli instead. Read the /unity-initial-setup skill for detailed installation instructions.

Input

Name Type Required Description
openedSceneName string No Name of the opened scene that should be saved. Could be empty if need to save the current active scene.
path string No Path to the scene file. Should end with ".unity". If null or empty save to the existed scene asset file.

Input JSON Schema

{
  "type": "object",
  "properties": {
    "openedSceneName": {
      "type": "string"
    },
    "path": {
      "type": "string"
    }
  }
}

Output

This tool does not return structured output.

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. 6d ago First seen · 73 lines · 54 tokens per session scan A ac202757cab9

Subscribe to this mod's changes

scene-save is a skill published in the GitHub repository IvanMurzak/Unity-MCP (4,223 stars, last pushed 5d ago), licensed Apache-2.0. It adds 54 tokens to every session and 539 once invoked, about $0.0003 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 2026-09-03.

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