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/unity-yaml-editing-guidenpx skills add nowsprinting/unity-coding-skills --skill unity-yaml-editing-guidegit clone --depth 1 https://github.com/nowsprinting/unity-coding-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/nowsprinting/unity-coding-skills/unity-yaml-editing-guide)<a href="https://agentmods.dev/skills/nowsprinting/unity-coding-skills/unity-yaml-editing-guide"><img src="https://agentmods.dev/badge/skills/nowsprinting/unity-coding-skills/unity-yaml-editing-guide.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 | $0.00113 | $0.01475 |
| Opus 5 | $0.00056 | $0.00737 |
| Sonnet 5 | $0.00023 | $0.00295 |
| Haiku 4.5 | $0.00011 | $0.00147 |
Grade A, and why
unity-yaml-editing-guide 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 4d 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 — 60 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Guide for directly editing Unity YAML-serialized asset files for Unity projects.
Rules
- Edit only the following allowlist of simple YAML asset types. Other YAML assets (
AnimationClip,AnimatorController,Texture2D,Mesh,AudioClip,LightingDataAsset, etc.) carry binary-derived data or complex internal structure — open them in Unity Editor instead.- ScriptableObject (
MonoBehaviour, class ID 114) — files*.asset - Material (
Material, class ID 21) — files*.mat
- ScriptableObject (
- Never directly edit
.unityor.prefabfiles. Useedit-sceneskill — those carry GameObject/Prefab-instance structure that is unsafe to author by hand. - Never touch
.metafiles. Unity owns.metacontent (GUIDs, importer settings); hand-edits corrupt asset references project-wide. - Preserve the mandatory two-line header exactly. Lines 1–2 must be
%YAML 1.1and%TAG !u! tag:unity3d.com,2011:— these are not stylistic, and Unity will fail to load the asset if they drift. - Preserve the document marker.
--- !u!<classID> &<fileID>— for ScriptableObject use--- !u!114 &11400000, for Material use--- !u!21 &2100000(canonical local anchors). - Keep the canonical preamble field order at the top of the mapping. For ScriptableObject (
MonoBehaviour:), the order ism_ObjectHideFlags→m_CorrespondingSourceObject→m_PrefabInstance→m_PrefabAsset→m_GameObject→m_Enabled→m_EditorHideFlags→m_Script→m_Name→m_EditorClassIdentifier. User fields come after. - Keep
m_Namein sync with the filename (without the.asset/.matextension) — a mismatch confuses Unity's importer andResources.Load-style lookups. - Cross-file object references need all three keys —
{fileID: N, guid: <32-hex>, type: T}wheretype: 2is a project asset andtype: 3is a script. Local references use{fileID: N}matching an&Nanchor in the same file;{fileID: 0}means null. - Quote strings only when they contain non-ASCII characters, and escape every non-ASCII code point as
\uXXXXinside double quotes — plain ASCII stays unquoted. Match how Unity itself emits the file. - Use 2-space indent, LF line endings, UTF-8 without BOM, and a trailing newline at EOF. Tabs, CRLF, or a BOM round-trip badly when Unity re-saves the file.
- Do not add comments, YAML aliases (
*name), extra tags, or chomping indicators (|,>). Unity's YAML parser drops or rejects them, and re-save would strip cosmetic formatting anyway — don't bother polishing what Unity will normalize. - After editing, let Unity re-import the asset (focus the Editor) and confirm successful import using
get_unity_compilation_result. Review the diff Unity produces on next save to confirm the edit was accepted as intended.
What ships with it
1 file 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.
- 4d ago First seen · 60 lines · 113 tokens per session scan A 5a35580e58b0
unity-yaml-editing-guide is a skill published in the GitHub repository nowsprinting/unity-coding-skills (19 stars, last pushed 4d ago), licensed Unlicense. It adds 113 tokens to every session and 1,475 once invoked, about $0.0006 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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