unity-asset-ops

unity-asset-ops is a skill for Claude Code, Codex from IvanYangYangXi/artclaw_bridge. It costs 136 tokens per session (1,482 once invoked), scanned A, original, MIT.

A set of instructions for managing assets in the Unity Editor, the application used to build Unity games and interactive experiences. It uses Unity's editor scripting interface to work with files and scene objects.

In plain words
What is it for?
Finding assets by name or type, importing files, placing prefabs in scenes, creating prefabs, and managing materials, textures, scripts, and other Unity assets.
Why use it?
It makes common asset-management tasks repeatable from code instead of requiring each action through the editor interface.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Finding assets by name or type, importing files, placing prefabs in scenes, creating prefabs, and managing materials, textures, scripts, and other Unity assets.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ivanyangyangxi/artclaw_bridge/unity-asset-ops
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 IvanYangYangXi/artclaw_bridge --skill unity-asset-ops
Clone the repo
git clone --depth 1 https://github.com/IvanYangYangXi/artclaw_bridge

Made for: Claude Code, Codex.

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 unity-asset-ops

README.md
[![agentmods](https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/unity-asset-ops/github.svg)](https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/unity-asset-ops)
Your own site
<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/unity-asset-ops"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/unity-asset-ops/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 unity-asset-ops

Your own site · 80×15
<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/unity-asset-ops"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/unity-asset-ops.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 136 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,482 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 $0.00136 $0.01482
Opus 5 $0.00068 $0.00741
Sonnet 5 $0.00027 $0.00296
Haiku 4.5 $0.00014 $0.00148

Measured 11d ago against content hash 554b8b7ada52, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

unity-asset-ops 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 11d 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.

skills/official/unity/unity-asset-ops/SKILL.md · 180 lines

How it starts

The opening of the file, as written. The whole thing — 180 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity 资产操作

通过 run_unity_python 在 Unity Editor 中管理资产(Asset)。

调用方式

run_unity_python(code="<C# 代码>")

操作示例

搜索资产(按类型)

// type: Prefab / Material / Texture2D / AudioClip / AnimationClip / Script ...
var guids = UnityEditor.AssetDatabase.FindAssets("t:Prefab", new[] { "Assets" });
var result = new System.Collections.Generic.List<object>();
foreach (var guid in guids) {
    var path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
    result.Add(new { guid = guid, path = path, name = System.IO.Path.GetFileNameWithoutExtension(path) });
}
return Newtonsoft.Json.JsonConvert.SerializeObject(new { count = guids.Length, assets = result });

按名称搜索资产

// 搜索名为 "Player" 的所有资产
var guids = UnityEditor.AssetDatabase.FindAssets("Player", new[] { "Assets" });
var result = new System.Collections.Generic.List<object>();
foreach (var guid in guids) {
    var path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
    var type = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(path);
    result.Add(new { path = path, type = type?.Name ?? "Unknown" });
}
return Newtonsoft.Json.JsonConvert.SerializeObject(result);

在场景中实例化 Prefab

// prefabPath: Assets/Prefabs/Enemy.prefab
var prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.GameObject>("Assets/Prefabs/Enemy.prefab");
if (prefab == null) return "{\"error\": \"Prefab not found\"}";
var instance = (UnityEngine.GameObject)UnityEditor.PrefabUtility.InstantiatePrefab(prefab);
instance.name = "Enemy";
instance.transform.position = UnityEngine.Vector3.zero;
UnityEditor.Undo.RegisterCreatedObjectUndo(instance, "Instantiate Prefab");
return Newtonsoft.Json.JsonConvert.SerializeObject(new {
    instantiated = true,
    name = instance.name,
    instanceId = instance.GetInstanceID()
});

将 GameObject 保存为 Prefab

// goName: 场景中的 GameObject 名, savePath: Assets/Prefabs/MyPrefab.prefab
var go = UnityEngine.GameObject.Find("MyObject");
if (go == null) return "{\"error\": \"GameObject not found\"}";
var prefab = UnityEditor.PrefabUtility.SaveAsPrefabAsset(go, "Assets/Prefabs/MyPrefab.prefab");
return Newtonsoft.Json.JsonConvert.SerializeObject(new {
    created = true,
    path = UnityEditor.AssetDatabase.GetAssetPath(prefab)
});

Read the full file on GitHub · 180 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. 11d ago First seen · 180 lines · 136 tokens per session scan A 554b8b7ada52

Subscribe to this mod's changes

unity-asset-ops is a skill published in the GitHub repository IvanYangYangXi/artclaw_bridge (35 stars, last pushed 4mo ago), licensed MIT. It adds 136 tokens to every session and 1,482 once invoked, about $0.0007 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.

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