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 unity-experience-buildergit 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/unity-experience-builder)<a href="https://agentmods.dev/skills/qfoldit/protein-design-mcp/unity-experience-builder"><img src="https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/unity-experience-builder.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 5.1 | $0.00094 | $0.00825 |
| Opus 5 | $0.00047 | $0.00413 |
| Sonnet 5 | $0.00019 | $0.00165 |
| Haiku 4.5 | $0.00009 | $0.00082 |
Grade A, and why
unity-experience-builder 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 7d 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 — 42 lines — stays where its author put it; the contents beside it link to each section on GitHub.
unity-experience-builder
Status: community, NOT official Unity Technologies. Built on CoplayDev/unity-mcp, which explicitly states it is "not affiliated with Unity Technologies." It is the de-facto standard today (MIT, 5800+ stars) but must never be described as an official Unity product in any qFoldIT material. If Unity Technologies ships a first-party MCP integration, prefer it over this one per the plugin's "prefer official" principle.
Prerequisites
- Unity 2021.3 LTS -> 6.x, Python 3.10+ (via
uv). - Package install: Window -> Package Manager -> + -> Add package from git URL:
https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main - Window -> MCP for Unity -> Configure All Detected Clients to wire up Claude Code/Desktop automatically.
- Verify: ask for something trivial ("create a cube at the origin with a Rigidbody") and confirm it appears in the scene.
UAG -> Unity mapping
Baseline from game-designer/references/uag_schema.md (mesh -> GameObject+MeshRenderer, light -> GameObject+Light, parent_child -> Transform.SetParent, physics_collision -> Collider+Rigidbody, on_grab -> XR Interaction Toolkit Grabbable).
Key tools (by domain)
manage_gameobject (create/modify GameObjects+components), manage_material, manage_script (create/edit via apply_text_edits), manage_physics (collision layers, joints, raycasts, forces), manage_animation, manage_profiler, batch_execute (multiple calls in one round-trip). Activate only the tool groups you need (vfx/animation/ui/testing/probuilder) rather than all of them at once, for cleaner routing.
Workflow
- Confirm the UAG passed
game-designer/scripts/uag_validate.py. - Walk
nodesin hierarchy order (parents before children where possible), callingmanage_gameobjectper node per the mapping table; unmappedtype/triggervalues (validatorwarnings) get flagged to the user, not silently skipped. - Apply
constraints/interactionsviamanage_physics/scripted components as appropriate. - Prefer
batch_executefor sets of related calls (e.g. all children of one parent) over many sequential single calls.
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.
- 7d ago First seen · 42 lines · 94 tokens per session scan A 56bb7fb2379d
unity-experience-builder is a skill published in the GitHub repository qfoldit/Protein-Design-MCP (1 stars, last pushed 10d ago), licensed Apache-2.0. It adds 94 tokens to every session and 825 once invoked, about $0.0005 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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.