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/reactunity/core/unitynpx skills add ReactUnity/core --skill unitygit clone --depth 1 https://github.com/ReactUnity/coreWhat 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 | $0.00108 | $0.05123 |
| Opus 5 | $0.00054 | $0.02561 |
| Sonnet 5 | $0.00022 | $0.01025 |
| Haiku 4.5 | $0.00011 | $0.00512 |
Grade A, and why
unity 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.
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 — 198 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Driving Unity from here
Two ways in, and they are two different tools. Pick by whether an Editor is already open on the project.
pnpm unity <cmd> (batch mode) |
unity <cmd> (open Editor) |
|
|---|---|---|
| Is | this repo's driver, scripts/unity/ | Unity's own CLI, installed on this machine |
| Needs | the project not open in an Editor | the project open, with com.unity.pipeline (both have it) |
| Speed | ~8 s compile, ~70 s EditMode suite | 200–600 ms per command, no recompile, no domain reload |
| Use for | compile, the suites, IL2CPP players — anything scriptable, and the only CI-faithful results | an Editor the user already has open, play mode, screenshots, scene and asset edits |
The second one is not mainly a speed win — it is how you work without closing someone's Editor, and the only way to reach play mode and screenshots. See Unity's own CLI for what it can do and where it must not be used.
This repo used to carry its own version of that: an AgentBridge loopback server plus a pnpm unity bridge client. Both are gone — the Pipeline package does all of it and more. A pnpm unity bridge … invocation found anywhere is stale; the table below says what it became.
The two refuse to fight each other: batch mode checks the project lock first and points at the other tool.
The loop for a C# change
pnpm unity compile tests
8 seconds warm, and it reports file(line,col): CSxxxx: message for every error. Run this after every C# edit under unity/** — it is far cheaper than the test suite and catches the majority of mistakes. Nothing else in this repo type-checks C#; pnpm typecheck is TypeScript only.
Then the suites:
pnpm unity test tests
EditMode then PlayMode (two Unity invocations — -testPlatform All is a game-ci concept that Unity rejects with exit code 4). Narrow it while iterating:
pnpm unity test tests --platform EditMode --filter ReactUnity.Tests.StyleTests
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.
- 2d ago First seen · 198 lines · 108 tokens per session scan A e5ea586b544c
unity is a skill published in the GitHub repository ReactUnity/core (893 stars, last pushed 5d ago), licensed MIT. It adds 108 tokens to every session and 5,123 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 2026-08-30.
Other skills, from other repositories
uloop-execute-dynamic-code
Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for reachable scene/component state, scene/prefab/menu automation, and PlayMode checks.
uloop-simulate-mouse-input
Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay mouse clicks, long-press (LongPress), movement delta (MoveDelta/SmoothDelta), or scroll. Use --dry-run to check what a Game View coordinate hits in 3D physics before clicking (works in EditMode; no Input System required). Use…
uloop-pause-point
Pauses Unity playback at any source file:line without editing code or recompiling, and returns a snapshot of the locals, parameters, and instance fields at that exact frame. Use for bug investigation, PlayMode/E2E verification, checking variable values at a specific frame, or confirming that a code path executed.
uloop-screenshot
Capture Unity Editor windows or Game View rendering as PNG. Use for visual checks, debugging, documentation, or annotated UI element coordinates.
uloop-simulate-keyboard
Simulate keyboard input in PlayMode through Unity Input System. Use for key presses, holds (via Press --duration or KeyDown/KeyUp), releases, and game controls such as WASD or Space. Requires the Input System package (com.unity.inputsystem).
uloop-simulate-mouse-ui
Simulate PlayMode EventSystem UI mouse actions using screen coordinates. Use for UI clicks, long-presses, or drags from annotated screenshots.