unity-yaml-format

unity-yaml-format is a skill for Claude Code, Codex from sator-imaging/suggest-skills. It costs 67 tokens per session (1,233 once invoked), scanned A, original, Apache-2.0.

A guide for working with Unity’s text-based project files, such as scenes, prefabs, and assets stored in Unity YAML. It helps explain objects, components, and links between them.

In plain words
What is it for?
Use it to inspect, explain, compare, repair, or make small edits to Unity YAML files. It is useful for tracing object links, class IDs, file IDs, GUIDs, and script or asset references.
Why use it?
It reduces the risk of breaking Unity files when inspecting or editing them by hand. It also helps clarify merge conflicts and references that are hard to read directly.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to inspect, explain, compare, repair, or make small edits to Unity YAML files. It is useful for tracing object links, class IDs, file IDs, GUIDs, and script or asset references.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/sator-imaging/suggest-skills/unity-yaml-format
Install

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.

Any agent
npx skills add sator-imaging/suggest-skills --skill unity-yaml-format
Clone the repo
git clone --depth 1 https://github.com/sator-imaging/suggest-skills

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for unity-yaml-format

README.md
[![agentmods](https://agentmods.dev/badge/skills/sator-imaging/suggest-skills/unity-yaml-format/github.svg)](https://agentmods.dev/skills/sator-imaging/suggest-skills/unity-yaml-format)
Your own site
<a href="https://agentmods.dev/skills/sator-imaging/suggest-skills/unity-yaml-format"><img src="https://agentmods.dev/badge/skills/sator-imaging/suggest-skills/unity-yaml-format/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.

agentmods 80×15 button for unity-yaml-format

Your own site · 80×15
<a href="https://agentmods.dev/skills/sator-imaging/suggest-skills/unity-yaml-format"><img src="https://agentmods.dev/badge/skills/sator-imaging/suggest-skills/unity-yaml-format.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 67 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,233 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00067 $0.01233
Opus 5 $0.00034 $0.00616
Sonnet 5 $0.00013 $0.00247
Haiku 4.5 $0.00007 $0.00123

Measured 8d ago against content hash e1a76cb33a65, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unity-yaml-format 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 8d 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.

Unity/unity-yaml-format/SKILL.md · 86 lines

How it starts

The opening of the file, as written. The whole thing — 86 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity YAML Format

Use this skill when working directly with Unity text-serialized files rather than higher-level C# or Editor APIs.

First Pass

Working Rules

  • Treat UnityYAML as a Unity-specific serialization format, not as generic full YAML.
  • Prefer the Unity Editor for broad structural changes; use manual edits only for narrow, justified repairs to existing text-serialized files.
  • Keep edits as small and local as possible.
  • Preserve existing indentation, document order, anchors, fileID links, and scalar style unless the task requires otherwise.
  • Explain reference relationships explicitly when reviewing a file.

Gotchas

  • UnityYAML is a custom subset and does not support the full YAML specification.
  • Unity docs warn against externally producing or editing UnityYAML files; only make manual edits when the narrow reference or scalar repair is justified.
  • Comments are not supported by UnityYAML.
  • Multi-line plain scalars require deeper indentation on continuation lines.
  • UTF-8 characters are decoded only inside double-quoted scalars.
  • Chomping indicators, complex mapping keys, raw top-level block sequences, and arbitrary YAML tags are not supported.
  • Unity scene and prefab files are multi-document files where each serialized object starts with --- !u!<classID> &<fileID>.
  • classID and fileID have different roles: classID identifies the object type, while fileID identifies one object instance inside the file.
  • In external references, guid identifies the target asset file and fileID identifies an object local to that asset; preserve type as part of the serialized reference tuple without guessing a new value.
  • type: 2 commonly indicates a non-built-in Unity asset whose contents are text-serialized in UnityYAML, such as a project material or similar asset.
  • A GameObject references attached components through m_Component, and components usually point back through m_GameObject.
  • Script components use class ID 114 (MonoBehaviour) and often require script references to remain intact.
  • Floats may appear in decimal or IEEE 754 hexadecimal forms; when Unity writes 0x...(decimal) the hex value is the parsed value, and manual edits should usually replace it with a plain decimal.
  • References such as {fileID: 0} often mean a null-like Unity reference, not a missing parse failure by itself.

Read the full file on GitHub · 86 lines

Files

What ships with it

4 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.

Changes

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.

  1. 8d ago First seen · 86 lines · 67 tokens per session scan A e1a76cb33a65

Subscribe to this mod's changes

unity-yaml-format is a skill published in the GitHub repository sator-imaging/suggest-skills (0 stars, last pushed today), licensed Apache-2.0. It adds 67 tokens to every session and 1,233 once invoked, about $0.0003 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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