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 MonumentalSystems/Atlas-Agent-Teams --skill unitygit clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/unity)<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/unity"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/unity.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 5.1 | $0.00013 | $0.01074 |
| Opus 5 | $0.00006 | $0.00537 |
| Sonnet 5 | $0.00003 | $0.00215 |
| Haiku 4.5 | $0.00001 | $0.00107 |
Grade A, and why
unity 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 7d 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 — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Engine
Unity Fundamentals
Project Structure
- Assets Folder: Contains all project assets (models, textures, materials, scripts)
- Scenes: Individual levels or environments
- Prefabs: Reusable game object templates
- Packages: External libraries and tools via Unity Package Manager
- Project Settings: Global configuration for physics, graphics, input, etc.
GameObject Hierarchy
- Transform: Position, rotation, and scale of objects
- Parent-Child Relationships: Object hierarchy for organization and transformation
- Components: Modular functionality attached to GameObjects
- Tags and Layers: Organization and filtering for game logic
Unity Scripting and C# Basics
MonoBehaviour Lifecycle
- Awake(): Called when script instance is loaded
- Start(): Called before first Update frame
- Update(): Called once per frame
- FixedUpdate(): Called at fixed time intervals for physics
- LateUpdate(): Called after all Update calls complete
- OnDestroy(): Called when GameObject is destroyed
Common Unity APIs
- Transform: Access position, rotation, scale
- Rigidbody: Physics simulation
- Collider: Collision detection
- Renderer: Visual rendering control
- Animation: Animation playback control
- Animator: State machine for animations
Prefab and Component Architecture
Prefabs
- Creating Prefabs: Drag GameObject to Project window
- Prefab Variants: Inherit from base prefab with overrides
- Nested Prefabs: Prefabs containing other prefabs
- Prefab Mode: Edit prefabs in isolation
- Prefab Overrides: Apply or revert changes to prefabs
Components
- Mesh Renderer: Renders 3D meshes
- Mesh Filter: Holds mesh data
- Skinned Mesh Renderer: Renders animated meshes
- Animator: Controls animation playback
- Rigidbody: Physics simulation
- Collider: Collision detection
Unity Asset Pipeline and Addressables
Asset Import
- Model Import Settings: Scale, normals, tangents, animation clips
- Texture Import Settings: Compression, max size, mipmaps
- Audio Import Settings: Compression, load type, format
- Asset Bundles: Package assets for runtime loading
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.
- 7d ago First seen · 120 lines · 13 tokens per session scan A 2bd9f20a9d1c
unity is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 26d ago), licensed MIT. It adds 13 tokens to every session and 1,074 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 2026-08-30.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.