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 jahro-console/unity-agent-skills --skill jahro-productiongit clone --depth 1 https://github.com/jahro-console/unity-agent-skillsWrote 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/jahro-console/unity-agent-skills/jahro-production)<a href="https://agentmods.dev/skills/jahro-console/unity-agent-skills/jahro-production"><img src="https://agentmods.dev/badge/skills/jahro-console/unity-agent-skills/jahro-production/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/jahro-console/unity-agent-skills/jahro-production"><img src="https://agentmods.dev/badge/skills/jahro-console/unity-agent-skills/jahro-production.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 | $0.00054 | $0.01470 |
| Opus 5 | $0.00027 | $0.00735 |
| Sonnet 5 | $0.00011 | $0.00294 |
| Haiku 4.5 | $0.00005 | $0.00147 |
Grade A, and why
jahro-production 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- jahro-production — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 184 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Jahro Production Readiness
Help users configure Jahro for safe production deployment so debugging tools never leak into release builds.
Three-Tier Disable Mechanism
Jahro evaluates these conditions at startup in priority order:
1. JAHRO_DISABLE defined? → Disabled (highest priority)
2. Auto-disable ON + Release build? → Disabled
3. Enable Jahro switch → Uses switch value (lowest priority)
Tier 1: JAHRO_DISABLE Preprocessor Define
What: Compile-time disable. When defined, Jahro exits at initialization regardless of all other settings.
How to set:
- Open Edit → Project Settings → Player
- Under Other Settings → Scripting Define Symbols
- Add
JAHRO_DISABLE(semicolon-separated if other defines exist:MY_DEFINE;JAHRO_DISABLE)
When to use: CI/CD pipelines, absolute control, platform-specific disabling (set per-platform defines).
Validation: Build logs show "Jahro Console: Disabled in this build".
Tier 2: Auto-disable in Release Builds
What: Runtime check. Jahro checks Debug.isDebugBuild at startup. If false (Release build) and this setting is ON, Jahro disables itself.
How to set:
- Open Tools → Jahro Settings → General Settings
- Enable Auto-disable in Release Builds
When to use: Recommended default for most projects. Development and Debug builds keep Jahro active; Release builds automatically disable it.
Validation: Same build log message when triggered.
Tier 3: Manual Enable/Disable
What: The master toggle in Jahro Settings.
How to set: Tools → Jahro Settings → General Settings → Enable Jahro
When to use: Temporarily disable during development (e.g., testing without Jahro interference).
Recommendation
For most projects:
- Enable Auto-disable in Release Builds (Tier 2) — this is sufficient
- Add JAHRO_DISABLE (Tier 1) in CI/CD for extra safety
- Leave the manual toggle ON for development
Lifecycle
Initialization (BeforeSplashScreen)
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 · 184 lines · 54 tokens per session scan A ac58bea117b1
jahro-production is a skill published in the GitHub repository jahro-console/unity-agent-skills (16 stars, last pushed 5mo ago), licensed MIT. It adds 54 tokens to every session and 1,470 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 2026-08-30.
Other skills, from other repositories
ui-click-debug
A Unity troubleshooting skill for UI elements that do not respond to clicks. It uses a runtime raycast, a test that shows which object receives a pointer event, to find obstructions or interaction settings.
error-diagnosis
A Unity troubleshooting skill for errors shown in the Unity Console, the editor window that displays messages and failures. It reads the error and nearby logs, then checks related code to identify the cause.
console-get-logs
Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.
editor-application-get-state
Return the current state of UnityEditor.EditorApplication — playmode, paused state, compilation state, and related flags.
console-clear-logs
Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.
profiler-start
Enable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.