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 Logiiiii/unity-agent-skills --skill jahro-commandsgit clone --depth 1 https://github.com/Logiiiii/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/logiiiii/unity-agent-skills/jahro-commands)<a href="https://agentmods.dev/skills/logiiiii/unity-agent-skills/jahro-commands"><img src="https://agentmods.dev/badge/skills/logiiiii/unity-agent-skills/jahro-commands/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/logiiiii/unity-agent-skills/jahro-commands"><img src="https://agentmods.dev/badge/skills/logiiiii/unity-agent-skills/jahro-commands.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 | $0.00066 | $0.02012 |
| Opus 5.5 | $0.00026 | $0.00805 |
| Sonnet 5.5 | $0.00013 | $0.00402 |
| Haiku 4.5 | $0.00007 | $0.00201 |
Grade A, and why
jahro-commands 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 1mo 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.
This is a copy
100% identical to jahro-commands — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 244 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Jahro Commands
Help users add runtime-callable debug commands to Unity code using Jahro's [JahroCommand] attribute system.
Workflow
- Analyze the user's code — identify methods that are good command candidates
- Generate correct
[JahroCommand]attributes with proper syntax - Add registration if needed (instance methods require
RegisterObject) - VERIFY — "Enter Play Mode, press ~, check the Commands tab"
Analyzing Code for Command Candidates
When the user shares a class, identify methods worth exposing as commands:
Good candidates:
- Public methods that change game state (damage, heal, spawn, teleport, reset)
- Methods used for testing and tuning (set difficulty, add currency, skip level)
- Diagnostic methods (print stats, dump state, force GC)
- Methods with simple parameter types (int, float, bool, string, Vector2, Vector3, enum)
Skip these:
- Unity lifecycle methods (Update, Start, Awake, OnEnable, OnDisable, OnDestroy)
- Private implementation details the developer wouldn't want to call manually
- Methods with complex parameter types (custom classes, interfaces, delegates)
- Property getters/setters (use
[JahroWatch]for monitoring instead)
Attribute Syntax
[JahroCommand("command-name", "GroupName", "Short description of what it does")]
Constructor: [JahroCommand(string name, string group, string description)]
All parameters are optional. Defaults: name = method name, group = "Default", description = "".
Naming conventions
- Command name: kebab-case (
"spawn-enemy","add-gold","set-difficulty") - Group name: PascalCase or Title Case (
"Cheats","Spawning","Game") - Description: Imperative, concise (
"Spawn enemy at position","Add gold to player")
Complete example
using JahroConsole;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float health = 100f;
[JahroCommand("heal", "Player", "Restore health by amount")]
public void Heal(float amount) { health = Mathf.Min(health + amount, 100f); }
[JahroCommand("teleport", "Player", "Teleport to position")]
public void Teleport(Vector3 position) { transform.position = position; }
[JahroCommand("reset-pos", "Player", "Reset to origin")]
public void ResetPosition() { transform.position = Vector3.zero; }
void OnEnable() => Jahro.RegisterObject(this);
void OnDisable() => Jahro.UnregisterObject(this);
}
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.
- 1mo ago First seen · 244 lines · 66 tokens per session scan A 25dbff184d8c
jahro-commands is a skill published in the GitHub repository Logiiiii/unity-agent-skills (3 stars, last pushed 16d ago), licensed MIT. It adds 66 tokens to every session and 2,012 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to jahro-commands, differing in 0 lines, and is treated as a copy.
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