Borrowing it
Nothing to install: this file belongs to silver-rain-dev/sk-wwise-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/silver-rain-dev/sk-wwise-mcp/main/.claude/skills/wwise-objects/SKILL.mdgit clone --depth 1 https://github.com/silver-rain-dev/sk-wwise-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/silver-rain-dev/sk-wwise-mcp/wwise-objects)<a href="https://agentmods.dev/skills/silver-rain-dev/sk-wwise-mcp/wwise-objects"><img src="https://agentmods.dev/badge/skills/silver-rain-dev/sk-wwise-mcp/wwise-objects/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/silver-rain-dev/sk-wwise-mcp/wwise-objects"><img src="https://agentmods.dev/badge/skills/silver-rain-dev/sk-wwise-mcp/wwise-objects.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 | $0.00053 | $0.00857 |
| Opus 5 | $0.00026 | $0.00428 |
| Sonnet 5 | $0.00011 | $0.00171 |
| Haiku 4.5 | $0.00005 | $0.00086 |
Grade A, and why
wwise-objects 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 9d 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 — 78 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Wwise Objects (General Editing)
Tools
create_wwise_objects— create one or more objects (batch), with optional children and propertiesdelete_wwise_objects— delete one or more objects (batch) and their childrenset_wwise_object_name/set_wwise_object_notes— rename or annotateset_wwise_object_properties— set properties AND/OR references on one or more objects (batch). Replaces separate property/reference tools.move_wwise_objects— move one or more objects to new parents (batch)copy_wwise_object— duplicate an object to a new parent
Batch Guidance
All batch tools accept a list — use a single-entry list for single operations.
Prefer setting properties at creation time via @Property keys in children dicts
when possible, to avoid post-creation property calls.
Short Name / Default Parent Support
Three batch tools support optional context parameters to reduce token usage:
create_wwise_objects—default_parent: shared parent for all objects. Individual entries can omitparent.set_wwise_object_properties—parent: resolves short names inobjectfields by querying the parent's children.move_wwise_objects—source_parent(resolves short names inobject) +new_parent(default destination, entries can omitparent).
When a context parameter is set, object references can use short names (e.g. "Footstep_01") instead of full paths. Full paths/GUIDs still work alongside short names.
Example — set volume on 3 siblings:
{
"parent": "\\Actor-Mixer Hierarchy\\Default Work Unit\\SFX\\Footsteps",
"operations": [
{"object": "Step_01", "properties": {"Volume": -6}},
{"object": "Step_02", "properties": {"Volume": -6}},
{"object": "Step_03", "properties": {"Volume": -6}}
]
}
Event Actions
Use create_wwise_objects to add Actions to Events:
type:"Action"parent: the Event (path, GUID, or"Event:Play_Sound_01")properties:{"ActionType": 1}— values: 1=Play, 2=Stop, 3=Pause, 4=Resume, etc.list_name:"actions"(inserts into the Event's action list)- After creation, set the
Targetreference viaset_wwise_object_propertiesto point at the playable object
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.
- 9d ago First seen · 78 lines · 53 tokens per session scan A d19ea7c435fc
wwise-objects is a skill published in the GitHub repository silver-rain-dev/sk-wwise-mcp (5 stars, last pushed 4mo ago), licensed Apache-2.0. It adds 53 tokens to every session and 857 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.
Other skills, from other repositories
assets-shader-get-data
Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' with t:Shader or 'assets-shader-list-all' to locate the shader first.
gameobject-component-get
Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via paths or viewQuery. Use 'gameobject-find' to list components first.
gameobject-component-modify
Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying. Three modification surfaces are available…
object-modify
Modify a Unity UnityEngine.Object's serializable fields/properties. Three modification surfaces are available (objectDiff, pathPatches, jsonPatch) — see the skill body. Use 'object-get-data' first to inspect the object structure.
reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
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.