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 sonereraslan/local-marketplace --skill unity-executing-plansgit clone --depth 1 https://github.com/sonereraslan/local-marketplaceWrote 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/sonereraslan/local-marketplace/unity-executing-plans)<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-executing-plans"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-executing-plans/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/sonereraslan/local-marketplace/unity-executing-plans"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-executing-plans.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 | $0.00098 | $0.01479 |
| Opus 5 | $0.00049 | $0.00740 |
| Sonnet 5 | $0.00020 | $0.00296 |
| Haiku 4.5 | $0.00010 | $0.00148 |
Grade A, and why
unity-executing-plans 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 10d 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 — 157 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Executing Unity Plans
Overview
Load plan, review critically, execute tasks in batches, report for review between batches. Unity projects have compile cycles and Editor reloads — account for these in pacing. Ensure all modified Assets (Scenes, Prefabs, ScriptableObjects) are explicitly saved to disk before reporting.
Core principle: Batch execution with checkpoints for architect review. Verify compilation after every logical code unit.
Announce at start: "Using the unity-executing-plans skill to implement this plan."
Execution Flow
- Confirm a dedicated feature branch exists (never execute on main/master)
- Load and review plan — raise concerns if any
- If concerns, discuss with user before proceeding
- Execute batch (3-5 tasks depending on complexity)
- Verify compilation + run tests
- Report results to user
- Wait for user feedback — apply changes if needed
- If more tasks remain, repeat from step 4
- When all tasks complete, invoke
superunity:unity-finishing-branch
Step 1: Load and Review Plan
- Prerequisite: Confirm a dedicated feature branch exists. If on main/master, stop and create or switch to a feature branch before proceeding.
- Read plan file from
docs/plans/ - Review critically — identify questions or concerns:
- Are file paths valid for this project's structure?
- Do referenced packages exist in
Packages/manifest.json? - Are assembly definitions set up for test folders?
- Does the plan match the project's existing patterns?
- If concerns: Raise them with user before starting
- If no concerns: Create task list and proceed
Step 2: Execute Batch
Default: 3-5 tasks depending on complexity
For each task:
- Mark as in_progress
- Follow each step exactly (plan has bite-sized steps)
- After a logical code unit is completed (not necessarily every single line change), wait for Unity to recompile and verify no errors
- Run verifications as specified (EditMode/PlayMode tests)
- Stage files as you go — confirm
.metafiles are included in staged changes. Do NOT commit per task; commit once when the feature is complete. - If the feature affects runtime systems (Update loops, physics, spawning, UI refresh), briefly validate in Play Mode and check:
- No excessive GC allocations
- No unexpected spikes in Profiler
- No error spam in Console during runtime
- If Prefabs or Scenes were modified:
- Confirm no unintended overrides
- Ensure scene is saved intentionally
- Verify no missing serialized references
- Mark as completed
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.
- 10d ago First seen · 157 lines · 98 tokens per session scan A e56a1c1fe078
unity-executing-plans is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 98 tokens to every session and 1,479 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.
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