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 poorvith-mp/skills-gamedev --skill unity-toolinggit clone --depth 1 https://github.com/poorvith-mp/skills-gamedevWrote 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/poorvith-mp/skills-gamedev/unity-tooling)<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/unity-tooling"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/unity-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/poorvith-mp/skills-gamedev/unity-tooling"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/unity-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 | $0.00038 | $0.01192 |
| Opus 5.5 | $0.00015 | $0.00477 |
| Sonnet 5.5 | $0.00008 | $0.00238 |
| Haiku 4.5 | $0.00004 | $0.00119 |
Grade A, and why
unity-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 1mo 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 — 116 lines — stays where its author put it; the contents beside it link to each section on GitHub.
unity-tooling
Core Philosophy
Game development speed is bottlenecked by editor friction. When level designers, game writers, and technical artists have to manually navigate deep inspector hierarchies, input coordinate numbers by hand, or edit JSON files in Notepad, development slows to a crawl and errors multiply. Professional Unity tooling extends the Unity Editor using custom EditorWindow, PropertyDrawer, AssetPostprocessor, and ScriptedImporter classes to build bespoke internal tools that make design workflows foolproof and instant.
4-Step Unity Editor Tooling Architecture
Step 1: Custom PropertyDrawers & Decorators
- Property Drawers:
- Customize how specific data structures render in the default Inspector.
- Use
EditorGUIandEditorGUILayout(or modern UI ToolkitPropertyField).
- Validation Decorators:
- Create custom attributes like
[ShowIf("hasWeapon")]or[RequiredReference]that visually warn designers with red error boxes if an asset slot is left empty.
- Create custom attributes like
Step 2: Custom EditorWindows (UI Toolkit vs IMGUI)
- Modern UI Toolkit Standard:
- Build dockable editor windows using UXML and USS stylesheets:
- Native flexbox styling, reactive data binding, and high performance.
- Build dockable editor windows using UXML and USS stylesheets:
- Dockable Editor Utilities:
- Level distribution tools, dialogue node graph editors, audio sound bank auditioners, and localization key managers.
Step 3: Automated Asset Postprocessors (AssetPostprocessor)
- Enforcing Art Pipeline Standards:
- Automatically configure imported textures, models, and audio clips without human intervention:
- Set all UI sprites to Sprite (2D and UI) with Power-of-Two compression.
- Strip animation tracks and blendshapes from rigid static props.
- Clamp 4K texture imports to 2048px maximum size.
- Convert audio imports to Vorbis/ADPCM based on file duration.
- Automatically configure imported textures, models, and audio clips without human intervention:
Step 4: Custom Asset Importers (ScriptedImporter)
- Bespoke File Format Parsing:
- Create native importers for custom studio file extensions (e.g.
.dialogue,.voxel,.yarn):- Maps raw external text or binary files directly into native Unity assets (ScriptableObjects or Prefabs) upon dragging into the Project view.
- Create native importers for custom studio file extensions (e.g.
What ships with it
2 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.
- 1mo ago Changed · +1 lines 0ba2d6ac0565
- 1mo ago First seen · 115 lines · 38 tokens per session scan A a8d8650ae5b3
unity-tooling is a skill published in the GitHub repository poorvith-mp/skills-gamedev (5 stars, last pushed 23d ago), licensed MIT. It adds 38 tokens to every session and 1,192 once invoked, about $0.0002 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 2026-09-06.
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