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 qfoldit/Protein-Design-MCP --skill unigine-simulation-engineergit clone --depth 1 https://github.com/qfoldit/Protein-Design-MCPWrote 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/qfoldit/protein-design-mcp/unigine-simulation-engineer)<a href="https://agentmods.dev/skills/qfoldit/protein-design-mcp/unigine-simulation-engineer"><img src="https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/unigine-simulation-engineer/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/qfoldit/protein-design-mcp/unigine-simulation-engineer"><img src="https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/unigine-simulation-engineer.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 | $0.00112 | $0.00773 |
| Opus 5 | $0.00056 | $0.00387 |
| Sonnet 5 | $0.00022 | $0.00155 |
| Haiku 4.5 | $0.00011 | $0.00077 |
Grade A, and why
unigine-simulation-engineer 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 10d 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 — 29 lines — stays where its author put it; the contents beside it link to each section on GitHub.
unigine-simulation-engineer
Status: official pattern, partially unverified in this session. Based on the official unigine-engine/ai-docs GitHub organization (confirmed to exist) and official UNIGINE SDK 2.21 release notes (confirmed: AI-ready workflow, experimental MCPBridge Editor Plugin for text-prompt scene editing, DataBridge Plugin for external data/Python/ML connections). The exact current text of unigine-engine/ai-docs/CLAUDE.md was not re-verified line-by-line when this skill was last edited -- check the live repo before relying on specifics not stated here.
Core principle: verify against docs, don't guess
UNIGINE is far less represented in general LLM training data than Unreal/Unity, so a plausible-sounding but nonexistent class/method name is a real risk here specifically. Before writing any UNIGINE API call:
- If the project vendors
ai_docs/(fromunigine-engine/ai-docs), search it for the class/method first. - If not found, or
ai_docs/isn't present, say so explicitly and suggest cloningunigine-engine/ai-docsor checkinghttps://developer.unigine.com/en/docs/latest-- do not invent a signature that "should" exist.
UAG -> UNIGINE mapping
Baseline from game-designer/references/uag_schema.md (mesh -> ObjectMeshStatic, light -> LightWorld/LightPoint, parent_child -> Node.setParent, physics_collision -> BodyRigid).
Two paths to realize a UAG in UNIGINE
- Live scene editing (experimental): if the project has UNIGINE SDK 2.21+ with the MCPBridge Editor Plugin enabled, this is the closest UNIGINE equivalent to Unreal/Unity's live MCP control -- warn the user it's marked experimental by UNIGINE itself before using it in an important session.
- Data-driven / digital-twin (DataBridge): the DataBridge Plugin connects a UNIGINE scene to external systems (sensors, robotics, Python, ML pipelines) -- this is the more natural fit for qFoldIT's science-skill outputs (e.g. streaming
plant-growthindices into scene parameters live) rather than one-shot scene construction. Untested hypothesis in this codebase -- validate on one simple case (e.g.plant-growthoutput) before relying on it architecturally.
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.
- 10d ago First seen · 29 lines · 112 tokens per session scan A f6c51561885d
unigine-simulation-engineer is a skill published in the GitHub repository qfoldit/Protein-Design-MCP (1 stars, last pushed 14d ago), licensed Apache-2.0. It adds 112 tokens to every session and 773 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 2026-08-31.
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