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/signal-loop/unitycodemcpserver/unity-game-playernpx skills add Signal-Loop/UnityCodeMCPServer --skill unity-game-playergit clone --depth 1 https://github.com/Signal-Loop/UnityCodeMCPServerWhat 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 | $0.00118 | $0.02422 |
| Opus 5 | $0.00059 | $0.01211 |
| Sonnet 5 | $0.00024 | $0.00484 |
| Haiku 4.5 | $0.00012 | $0.00242 |
Grade A, and why
unity-game-player 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 — 244 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Game Player
Skill for AI agents that play Unity games autonomously in the Editor via MCP tools.
Table of Contents
- Prerequisites
- Available Tools
- Core Loop Overview
- Phase 0 — INIT
- Phases 1+2 — SENSE + COMPUTE
- Phase 3 — ACT
- Phase 4 — REPEAT
- Critical Rules
- Common Pitfalls
For detailed tool API parameters and trajectory math patterns, see:
1. Prerequisites
- Unity Editor must be running and the project open.
- Read
executing-csharp-scripts-in-unity-editorskill - it is critical to properly play Unity games in the Editor. - The game scene must be loaded.
- Call
enter_play_modeonce before starting the loop. This enters Play Mode withTime.timeScale = 0(paused). - All subsequent gameplay is driven by
play_unity_game, which temporarily setstimeScale = 1for the requested duration, then re-pauses.
2. Available Tools
The executing-csharp-scripts-in-unity-editor skill is essential to properly execute C# scripts in the Unity Editor. It must be read before using the execute_csharp_script_in_unity_editor tool.
| Tool | Purpose |
|---|---|
enter_play_mode |
Enter Play Mode (paused). Call once at start. |
play_unity_game |
Unpause for N ms, simulate inputs, capture console logs. |
execute_csharp_script_in_unity_editor |
Run C# in the Editor to query/modify scene state. Read executing-csharp-scripts-in-unity-editor skill before use. |
read_unity_console_logs |
Read recent console entries (use sparingly — prefer logs from tool output). |
exit_play_mode |
Leave Play Mode. Call only when done. |
get_unity_info |
Query Unity version, project path, scene list. |
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.
- 2d ago First seen · 244 lines · 118 tokens per session scan A 62543ea30a1a
unity-game-player is a skill published in the GitHub repository Signal-Loop/UnityCodeMCPServer (19 stars, last pushed 1mo ago), licensed MIT. It adds 118 tokens to every session and 2,422 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 2026-08-30.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
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.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
assets-create-folder
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
console-get-logs
Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.
assets-prefab-save
Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.