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 agentmods add skills/luckynee/unity-prefab-parser-mcp/unity-scene-workflownpx skills add luckynee/unity-prefab-parser-mcp --skill unity-scene-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-scene-workflow)<a href="https://agentmods.dev/skills/luckynee/unity-prefab-parser-mcp/unity-scene-workflow"><img src="https://agentmods.dev/badge/skills/luckynee/unity-prefab-parser-mcp/unity-scene-workflow.svg" alt="Measured on agentmods" 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 | $0.00029 | $0.00910 |
| Opus 5 | $0.00015 | $0.00455 |
| Sonnet 5 | $0.00006 | $0.00182 |
| Haiku 4.5 | $0.00003 | $0.00091 |
Grade A, and why
unity-scene-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 4d 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 — 113 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Skill: unity-scene-workflow
Use this skill when working with Unity .unity scene files. Scenes are much larger than prefabs — a typical scene can have hundreds of GameObjects and cost 50,000+ raw tokens. This skill keeps token usage manageable.
When to use this skill
- "What GameObjects are in this scene?"
- "Find the camera setup in MainMenu.unity"
- "What components does the Player have in GameScene.unity?"
- "Show me all UI canvases in the scene"
Core principle: navigate first, parse scoped
Never parse a large scene with default settings — always scope first.
Workflow
Step 1 — Get the hierarchy only
Parse with minimal preset and includeHierarchy: true, components off:
{
"filePath": "/path/to/Scene.unity",
"config": {
"preset": "minimal",
"componentBlacklist": ["Transform", "MonoBehaviour", "MeshRenderer", "MeshFilter", "Collider", "Rigidbody"]
}
}
This gives you the GameObject tree cheaply (~500–2,000 tokens) so you can identify what you want.
Step 2 — Parse specific GameObjects by component type
Once you know what you're looking for, use componentWhitelist to scope:
{
"filePath": "/path/to/Scene.unity",
"config": {
"preset": "compact",
"componentWhitelist": ["Camera", "Light"],
"includeHierarchy": false
}
}
Step 3 — Drill into specific components
For deep inspection of one component type across all GameObjects:
{
"filePath": "/path/to/Scene.unity",
"config": {
"preset": "compact",
"componentWhitelist": ["Canvas", "CanvasScaler"],
"includeHierarchy": false
}
}
Token budget by approach
| Approach | Approx tokens | Use when |
|---|---|---|
| Raw scene file | 50,000–500,000 | Never |
minimal preset, full scene |
2,000–10,000 | Getting hierarchy overview |
compact preset, full scene |
5,000–30,000 | Small scenes only (<50 GameObjects) |
compact + componentWhitelist |
500–3,000 | Targeted inspection |
compact + includeHierarchy: false |
300–2,000 | Component-only analysis |
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.
- 4d ago First seen · 113 lines · 29 tokens per session scan A eede6216d43e
unity-scene-workflow is a skill published in the GitHub repository luckynee/unity-prefab-parser-mcp (2 stars, last pushed 3mo ago), licensed MIT. It adds 29 tokens to every session and 910 once invoked, about $0.0001 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 2026-08-31.
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