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-scene-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-scene-ops)<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/unity-scene-ops"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/unity-scene-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-scene-ops"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/unity-scene-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 | $0.00096 | $0.01073 |
| Opus 5 | $0.00048 | $0.00536 |
| Sonnet 5 | $0.00019 | $0.00215 |
| Haiku 4.5 | $0.00010 | $0.00107 |
Grade A, and why
unity-scene-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 — 154 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity 场景操作
通过 run_unity_python 工具操控 Unity Editor 中的场景。
调用方式
所有操作通过 MCP 工具 run_unity_python 提交 C# 代码片段到 Unity 主线程执行。
# MCP 调用格式
run_unity_python(code="<C# 代码>")
操作示例
获取当前场景信息
var scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
return Newtonsoft.Json.JsonConvert.SerializeObject(new {
name = scene.name,
path = scene.path,
isDirty = scene.isDirty,
rootCount = scene.rootCount,
isLoaded = scene.isLoaded
});
获取场景层级(所有 GameObject)
var scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
var roots = scene.GetRootGameObjects();
var result = new System.Collections.Generic.List<object>();
foreach (var go in roots) {
result.Add(new {
name = go.name,
active = go.activeSelf,
childCount = go.transform.childCount,
tag = go.tag,
layer = go.layer
});
}
return Newtonsoft.Json.JsonConvert.SerializeObject(result);
按名称查找 GameObject
var go = UnityEngine.GameObject.Find("Player");
if (go == null) return "{\"found\": false}";
return Newtonsoft.Json.JsonConvert.SerializeObject(new {
found = true,
name = go.name,
path = UnityEditor.AnimationUtility.CalculateTransformPath(go.transform, null),
position = new { x = go.transform.position.x, y = go.transform.position.y, z = go.transform.position.z },
active = go.activeSelf
});
按 Tag 查找所有 GameObject
var objects = UnityEngine.GameObject.FindGameObjectsWithTag("Enemy");
var result = new System.Collections.Generic.List<object>();
foreach (var go in objects) {
result.Add(new { name = go.name, active = go.activeSelf });
}
return Newtonsoft.Json.JsonConvert.SerializeObject(new { count = objects.Length, objects = result });
保存当前场景
UnityEditor.SceneManagement.EditorSceneManager.SaveScene(
UnityEngine.SceneManagement.SceneManager.GetActiveScene()
);
return "{\"saved\": true}";
新建场景
var scene = UnityEditor.SceneManagement.EditorSceneManager.NewScene(
UnityEditor.SceneManagement.NewSceneSetup.DefaultGameObjects,
UnityEditor.SceneManagement.NewSceneMode.Single
);
return Newtonsoft.Json.JsonConvert.SerializeObject(new { name = scene.name, created = true });
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 · 154 lines · 96 tokens per session scan A cf00b3e4a565
unity-scene-ops is a skill published in the GitHub repository IvanYangYangXi/artclaw_bridge (35 stars, last pushed 4mo ago), licensed MIT. It adds 96 tokens to every session and 1,073 once invoked, about $0.0005 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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