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 MRCalderon3D/everything-game-dev-code --skill unity-editor-toolinggit clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-codeWrote 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/mrcalderon3d/everything-game-dev-code/unity-editor-tooling)<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/unity-editor-tooling"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/unity-editor-tooling/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/mrcalderon3d/everything-game-dev-code/unity-editor-tooling"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/unity-editor-tooling.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 | $0.00024 | $0.00347 |
| Opus 5.5 | $0.00010 | $0.00139 |
| Sonnet 5.5 | $0.00005 | $0.00069 |
| Haiku 4.5 | $0.00002 | $0.00035 |
Grade A, and why
unity-editor-tooling 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 6d 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.
What it actually says
Unity Editor Tooling
Purpose
Create Unity editor tools that make content production safer, faster, and less dependent on tribal knowledge.
Use When
- content workflows rely on repeated manual steps
- validation is too manual
- artists or designers need safer editor flows
Inputs
- workflow pain points
- asset and scene patterns
- validation needs
- editor architecture
Process
- identify the smallest high-value editor intervention
- keep tools in editor-only boundaries
- support safe bulk changes and useful summaries
- document production-critical tools clearly
- retire or mark abandoned tools instead of leaving silent clutter
Outputs
- tooling design
- validation helpers
- editor workflow notes
- maintenance ownership
Quality Bar
- respects Unity lifecycle, serialization, and content authoring realities
- keeps editor/runtime/test boundaries clean
- prevents scene, prefab, and package complexity from becoming hidden architecture
Common Failure Modes
- inspector wiring being the only source of truth
- overusing MonoBehaviours or scene setup as architecture
- package or scene drift reaching release without review
Related Agents
- tools-programmer
- unity-reviewer
- technical-artist
Related Commands
- unity-review
- tools-pass
- unity-scene-audit
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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.
- 6d ago First seen · 60 lines · 24 tokens per session scan A b08ad9d31c26
unity-editor-tooling is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (95 stars, last pushed 7d ago), licensed MIT. It adds 24 tokens to every session and 347 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 2026-10-10.
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