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 skills add IvanYangYangXi/artclaw_bridge --skill unity-asset-opsgit clone --depth 1 https://github.com/IvanYangYangXi/artclaw_bridgeWrote 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/ivanyangyangxi/artclaw_bridge/unity-asset-ops)<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.
<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>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 5.1 | $0.00136 | $0.01482 |
| Opus 5 | $0.00068 | $0.00741 |
| Sonnet 5 | $0.00027 | $0.00296 |
| Haiku 4.5 | $0.00014 | $0.00148 |
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.
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)
});
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.
- 11d ago First seen · 180 lines · 136 tokens per session scan A 554b8b7ada52
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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