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 luckynee/unity-prefab-parser-mcp --skill unity-diff-workflowgit clone --depth 1 https://github.com/luckynee/unity-prefab-parser-mcpWrote 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/luckynee/unity-prefab-parser-mcp/unity-diff-workflow)<a href="https://agentmods.dev/skills/luckynee/unity-prefab-parser-mcp/unity-diff-workflow"><img src="https://agentmods.dev/badge/skills/luckynee/unity-prefab-parser-mcp/unity-diff-workflow/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/luckynee/unity-prefab-parser-mcp/unity-diff-workflow"><img src="https://agentmods.dev/badge/skills/luckynee/unity-prefab-parser-mcp/unity-diff-workflow.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 | $0.00029 | $0.00757 |
| Opus 5.5 | $0.00012 | $0.00303 |
| Sonnet 5.5 | $0.00006 | $0.00151 |
| Haiku 4.5 | $0.00003 | $0.00076 |
Grade A, and why
unity-diff-workflow 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.
How it starts
The opening of the file, as written. The whole thing — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Skill: unity-diff-workflow
Use this skill when comparing Unity .prefab, .unity, or .asset files — across versions, variants, or branches.
When to use this skill
- "What changed in this prefab?"
- "How does EnemyBat differ from EnemyWolf?"
- "What did this PR change in the scene?"
- "Show me what the variant overrides from the base prefab"
Workflow
Comparing two separate prefabs
parse_unity_fileon file A withpreset: "compact"parse_unity_fileon file B withpreset: "compact"- Diff the two YAML outputs — focus on components, field values, hierarchy shape
Comparing a prefab variant to its base
Variants already show only their differences — no manual diff needed:
parse_unity_fileon the variant withpreset: "compact"- The output includes
variant_of: BasePrefabNameand modification markers:# $— field modified from base# +— component or GameObject added# -— component removed from base
Comparing across git branches/versions
- Parse the current version:
parse_unity_fileon the current file - Parse the old version:
git show <commit>:<path>to a temp file, thenparse_unity_fileon it - Diff the two compact YAML outputs
Diff reading guide
Focus on these sections when diffing:
hierarchy— shape changes (added/removed GameObjects, reparenting)components— added/removed component types per GameObject- Field values within components — value changes
Ignore noise:
lPos: (0, 0, 0),lScale: (1, 1, 1)— default transforms, omitted in compactenabled: true— omitted in compact- Internal Unity fields (
m_ObjectHideFlags, etc.) — always filtered
Token strategy for large diffs
For large prefabs or scenes, scope the diff:
- Use
componentWhitelistto compare only specific components:{ "preset": "compact", "componentWhitelist": ["Rigidbody2D", "CircleCollider2D"] } - Use
includeHierarchy: falseto skip hierarchy and focus on component data:{ "preset": "compact", "includeHierarchy": false }
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 · 85 lines · 29 tokens per session scan A d1bb8eb87a9f
unity-diff-workflow is a skill published in the GitHub repository luckynee/unity-prefab-parser-mcp (3 stars, last pushed 5mo ago), licensed MIT. It adds 29 tokens to every session and 757 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-08-31.
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