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.
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/ivanmurzak/unity-mcp/unity-version-splitnpx skills add IvanMurzak/Unity-MCP --skill unity-version-splitgit clone --depth 1 https://github.com/IvanMurzak/Unity-MCPWrote 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/ivanmurzak/unity-mcp/unity-version-split)<a href="https://agentmods.dev/skills/ivanmurzak/unity-mcp/unity-version-split"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/unity-version-split.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 | $0.00059 | $0.01248 |
| Opus 5 | $0.00030 | $0.00624 |
| Sonnet 5 | $0.00012 | $0.00250 |
| Haiku 4.5 | $0.00006 | $0.00125 |
Grade A, and why
unity-version-split 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 — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Version Split
Split a C# source file into two variants: one for Unity 6.5+ (UNITY_6000_5_OR_NEWER) and one for older versions (pre-Unity 6.5).
When to Use
Unity 6.5 introduced breaking changes including:
EntityIdreplacesintfor instance IDs (GetEntityId()replacesGetInstanceID())EditorUtility.EntityIdToObject(EntityId)replacesEditorUtility.InstanceIDToObject(int)- Implicit
EntityId <-> intconversions are marked[Obsolete(..., true)](compile error)
When a file needs different code for these Unity versions, split it into two files following the project convention.
File Naming Convention
| File | Purpose | Preprocessor Guard |
|---|---|---|
FileName.cs |
Unity 6.5+ (newer version) | #if UNITY_6000_5_OR_NEWER |
FileName.pre-Unity.6.5.cs |
Pre-Unity 6.5 (older version) | #if !UNITY_6000_5_OR_NEWER |
For files that also have Editor/Runtime variants, combine the guards:
| File | Guard |
|---|---|
FileName.Editor.cs |
#if UNITY_EDITOR && UNITY_6000_5_OR_NEWER |
FileName.Editor.pre-Unity.6.5.cs |
#if UNITY_EDITOR && !UNITY_6000_5_OR_NEWER |
FileName.Runtime.cs |
#if !UNITY_EDITOR && UNITY_6000_5_OR_NEWER |
FileName.Runtime.pre-Unity.6.5.cs |
#if !UNITY_EDITOR && !UNITY_6000_5_OR_NEWER |
Step-by-Step Process
Step 1 — Read the Source File
Read $ARGUMENTS (the target file path). Identify which parts need version-specific code.
Step 2 — Identify the Split Points
Common differences between Unity 6.5+ and pre-6.5:
| Unity 6.5+ | Pre-Unity 6.5 |
|---|---|
EntityId |
int |
EntityId.None |
0 |
go.GetEntityId() |
go.GetInstanceID() |
EditorUtility.EntityIdToObject(entityId) |
EditorUtility.InstanceIDToObject(instanceID) |
ObjectRef.InstanceID is EntityId |
ObjectRef.InstanceID is int? |
Step 3 — Create the Two Files
- Update the original
.csfile to contain only the Unity 6.5+ version:- Set the preprocessor guard to include
UNITY_6000_5_OR_NEWER - Use
EntityId,GetEntityId(), etc.
- Set the preprocessor guard to include
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 First seen · 120 lines · 59 tokens per session scan A b52243de0f1d
unity-version-split is a skill published in the GitHub repository IvanMurzak/Unity-MCP (4,079 stars, last pushed 11d ago), licensed Apache-2.0. It adds 59 tokens to every session and 1,248 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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