edit-scene

A Unity workflow for creating or changing scenes and prefabs. A scene is a saved game level or environment, and a prefab is a reusable GameObject setup.

In plain words
What is it for?
Use it to build or modify Unity scenes, prefab hierarchies, user-interface objects, components, and related assets while ensuring changes are saved cleanly.
Why use it?
It avoids unsafe direct editing of Unity's structured files by using editor scripts and saving the resulting assets through Unity.

Skill for Claude CodeCodex

Install

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.

agentmods
npx agentmods add skills/nowsprinting/unity-coding-skills/edit-scene
Any agent
npx skills add nowsprinting/unity-coding-skills --skill edit-scene
Clone the repo
git clone --depth 1 https://github.com/nowsprinting/unity-coding-skills

Made for: Claude Code, Codex.

Per session 67 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,661 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 2d ago against content hash e447624ccb86, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/resolve-assembly.sh), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

skills/edit-scene/SKILL.md · 61 lines

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 .unity or .prefab files. Instead, write an editor script under Assets/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 (or PrefabUtility.SaveAsPrefabAsset for prefabs). Treat "no dirty scenes/assets at script exit" as a hard postcondition.
    • Scene: EditorSceneManager.SaveScene(scene, path) (new) or EditorSceneManager.SaveScene(scene) (existing). The return value is true on success.
    • Prefab: PrefabUtility.SaveAsPrefabAsset(go, path). When editing via LoadPrefabContents, always pair with SaveAsPrefabAssetUnloadPrefabContents.
    • When the script also creates side-effect assets (Materials, ScriptableObjects, etc.), call AssetDatabase.SaveAssets() after the per-object saves to flush pending writes.
  • Before running an editor script, check if the editor is in Play Mode using the unity_play_control tool. 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_result tool 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 to Assembly-CSharp-Editor (path contains /Editor/) or Assembly-CSharp.
  • Prefer the run_method_in_unity tool (MCP Server Extension for Unity) for execution. Define a public static method in the script (adding [MenuItem("Tools/...")] is optional) and invoke it directly via run_method_in_unity. Only fall back to execute_run_configuration or other alternatives when run_method_in_unity is 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.DeleteAsset on 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 in logs. success: true alone means only that the method was invoked, not that it completed without throwing.
    • Confirm the change landed: git diff for 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 of run_method_in_unity.
  • 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.

Read the full file on GitHub · 61 lines

Files

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.

Changes

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.

  1. 2d ago First seen · 61 lines · 67 tokens per session scan A e447624ccb86

Subscribe to this mod's changes

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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