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/nowsprinting/unity-coding-skills/edit-scenenpx skills add nowsprinting/unity-coding-skills --skill edit-scenegit clone --depth 1 https://github.com/nowsprinting/unity-coding-skillsWhat 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 | $0.00067 | $0.01661 |
| Opus 5 | $0.00034 | $0.00830 |
| Sonnet 5 | $0.00013 | $0.00332 |
| Haiku 4.5 | $0.00007 | $0.00166 |
Grade A, and why
edit-scene 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 2d 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 — 61 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Guide for creating and editing Unity scene files in Unity projects.
Rules
- Do not directly Edit or Write
.unityor.prefabfiles. Instead, write an editor script underAssets/UnityCodingSkills/Editor/and execute it in Unity to create or update the scene or prefab — those carry GameObject/Prefab-instance structure that is unsafe to author by hand. - Editor scripts must always end with
EditorSceneManager.SaveScene(orPrefabUtility.SaveAsPrefabAssetfor prefabs). Treat "no dirty scenes/assets at script exit" as a hard postcondition.- Scene:
EditorSceneManager.SaveScene(scene, path)(new) orEditorSceneManager.SaveScene(scene)(existing). The return value istrueon success. - Prefab:
PrefabUtility.SaveAsPrefabAsset(go, path). When editing viaLoadPrefabContents, always pair withSaveAsPrefabAsset→UnloadPrefabContents. - When the script also creates side-effect assets (Materials, ScriptableObjects, etc.), call
AssetDatabase.SaveAssets()after the per-object saves to flush pending writes.
- Scene:
- Before running an editor script, check if the editor is in Play Mode using the
unity_play_controltool. If it is, stop it first — Play Mode may skip recompilation, leaving stale code active. - After modifying code, confirm compilation success using the
get_unity_compilation_resulttool before running. - To determine which assembly an editor script belongs to, run
${CLAUDE_SKILL_DIR}/scripts/resolve-assembly.sh <cs-file-path>. It walks up directories to find the nearest.asmdef; if none is found, it falls back toAssembly-CSharp-Editor(path contains/Editor/) orAssembly-CSharp. - Prefer the
run_method_in_unitytool (MCP Server Extension for Unity) for execution. Define apublic staticmethod in the script (adding[MenuItem("Tools/...")]is optional) and invoke it directly viarun_method_in_unity. Only fall back toexecute_run_configurationor other alternatives whenrun_method_in_unityis unavailable. - Delete the editor script (and its
.meta) immediately after a successful run — do not leave it for manual removal. Delete both from the filesystem after the run returns; never have the script delete itself —AssetDatabase.DeleteAsseton its own file triggers a domain reload mid-call (see the Troubleshooting resource below).- Treat a run as successful only when the response carries no
"type": "Error"entry inlogs.success: truealone means only that the method was invoked, not that it completed without throwing. - Confirm the change landed:
git difffor an existing scene/prefab; for a newly created one (untracked, so no diff) confirm the file exists and its saved hierarchy matches the intent. - If the run failed, or the change did not fully land, keep the script until a fix succeeds — don't delete a script you may still need to correct and re-run.
- The same applies when a fallback runner (
execute_run_configuration, etc.) was used instead ofrun_method_in_unity.
- Treat a run as successful only when the response carries no
- For uGUI buttons and text, use the legacy variants (
UnityEngine.UI.Button/UnityEngine.UI.Text). Do not use TextMeshPro unless the user explicitly requests it. - Apply context-menu-equivalent defaults when creating uGUI components (see Resources below).
- Give every GameObject the user operates (buttons, toggles, input fields, etc.) a name that makes its hierarchy path unique within the scene/prefab. Otherwise, automated tests cannot identify the GameObject.
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.
- 2d ago First seen · 61 lines · 67 tokens per session scan A e447624ccb86
edit-scene is a skill published in the GitHub repository nowsprinting/unity-coding-skills (19 stars, last pushed 2d ago), licensed Unlicense. It adds 67 tokens to every session and 1,661 once invoked, about $0.0003 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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