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/nice-wolf-studio/unity-claude-skills/unity-editor-toolsnpx skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-editor-toolsgit clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-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/nice-wolf-studio/unity-claude-skills/unity-editor-tools)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-editor-tools"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-editor-tools.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 | $0.00071 | $0.03357 |
| Opus 5 | $0.00036 | $0.01679 |
| Sonnet 5 | $0.00014 | $0.00671 |
| Haiku 4.5 | $0.00007 | $0.00336 |
Grade A, and why
unity-editor-tools 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unity-editor-tools — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 415 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Editor Tools
Editor Scripting Overview
Editor scripts extend the Unity Editor with custom inspectors, windows, tools, and workflows. All editor code must either live in an Editor/ folder or be wrapped in #if UNITY_EDITOR / #endif -- this ensures editor code is stripped from runtime builds.
Unity 6.3 supports two GUI frameworks for editor extensions:
| Framework | Status | Entry Point |
|---|---|---|
| UI Toolkit | Recommended | CreateInspectorGUI() / CreateGUI() returning VisualElement |
| IMGUI | Legacy, fully functional | OnInspectorGUI() / OnGUI() |
Key base classes: Editor, EditorWindow, PropertyDrawer, DecoratorDrawer, ScriptableWizard.
Custom Inspector (Editor)
Derive from Editor, apply [CustomEditor(typeof(TargetType))]. See references/custom-inspectors.md for full guide.
UI Toolkit (Recommended)
[CustomEditor(typeof(MyPlayer))]
public class MyPlayerEditor : Editor
{
public override VisualElement CreateInspectorGUI()
{
VisualElement root = new VisualElement();
var visualTree = Resources.Load("MyPlayerEditor") as VisualTreeAsset;
visualTree.CloneTree(root);
return root;
}
}
When CreateInspectorGUI() is overridden, OnInspectorGUI() is ignored.
IMGUI with SerializedObject Pattern
[CustomEditor(typeof(LookAtPoint))]
[CanEditMultipleObjects]
public class LookAtPointEditor : Editor
{
SerializedProperty lookAtPoint;
void OnEnable() { lookAtPoint = serializedObject.FindProperty("lookAtPoint"); }
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(lookAtPoint);
serializedObject.ApplyModifiedProperties();
}
}
Key Members
| Member | Description |
|---|---|
target / targets |
Inspected object(s) |
serializedObject |
SerializedObject for the target(s) |
DrawDefaultInspector() |
Renders built-in default inspector |
OnSceneGUI() |
Draw interactive Handles in Scene View |
What ships with it
3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 415 lines · 71 tokens per session scan A ea836546b71e
unity-editor-tools is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo ago), licensed MIT. It adds 71 tokens to every session and 3,357 once invoked, about $0.0004 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.
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