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-gameobject-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-gameobject-ops)<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/unity-gameobject-ops"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/unity-gameobject-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-gameobject-ops"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/unity-gameobject-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 | $0.00115 | $0.01437 |
| Opus 5 | $0.00057 | $0.00718 |
| Sonnet 5 | $0.00023 | $0.00287 |
| Haiku 4.5 | $0.00012 | $0.00144 |
Grade A, and why
unity-gameobject-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 10d 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 GameObject 操作
通过 run_unity_python 在 Unity Editor 中创建、修改、删除 GameObject。
调用方式
run_unity_python(code="<C# 代码>")
操作示例
获取当前选中的 GameObject
var selection = UnityEditor.Selection.gameObjects;
var result = new System.Collections.Generic.List<object>();
foreach (var go in selection) {
result.Add(new {
name = go.name,
instanceId = go.GetInstanceID(),
active = go.activeSelf,
tag = go.tag,
layer = UnityEngine.LayerMask.LayerToName(go.layer),
position = new { x = go.transform.position.x, y = go.transform.position.y, z = go.transform.position.z }
});
}
return Newtonsoft.Json.JsonConvert.SerializeObject(new { count = selection.Length, objects = result });
创建空 GameObject
// name: 要创建的对象名称
var go = new UnityEngine.GameObject("NewObject");
UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Create GameObject");
UnityEditor.Selection.activeGameObject = go;
return Newtonsoft.Json.JsonConvert.SerializeObject(new {
created = true,
name = go.name,
instanceId = go.GetInstanceID()
});
创建带基础组件的 GameObject(Cube/Sphere/Capsule 等)
// primitive: Cube / Sphere / Capsule / Cylinder / Plane / Quad
var go = UnityEngine.GameObject.CreatePrimitive(UnityEngine.PrimitiveType.Cube);
go.name = "MyCube";
UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Create Primitive");
return Newtonsoft.Json.JsonConvert.SerializeObject(new { created = true, name = go.name });
删除 GameObject
// 按名称找到并删除
var go = UnityEngine.GameObject.Find("TargetObject");
if (go != null) {
UnityEditor.Undo.DestroyObjectImmediate(go);
return "{\"deleted\": true}";
}
return "{\"deleted\": false, \"error\": \"GameObject not found\"}";
复制 GameObject
var go = UnityEngine.GameObject.Find("SourceObject");
if (go == null) return "{\"error\": \"Source not found\"}";
var copy = UnityEngine.Object.Instantiate(go);
copy.name = go.name + "_Copy";
UnityEditor.Undo.RegisterCreatedObjectUndo(copy, "Duplicate GameObject");
return Newtonsoft.Json.JsonConvert.SerializeObject(new { duplicated = true, newName = copy.name });
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.
- 10d ago First seen · 180 lines · 115 tokens per session scan A a19f21c9fdd4
unity-gameobject-ops is a skill published in the GitHub repository IvanYangYangXi/artclaw_bridge (35 stars, last pushed 4mo ago), licensed MIT. It adds 115 tokens to every session and 1,437 once invoked, about $0.0006 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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