Getting it into your agent
This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.
/plugin marketplace add sonereraslan/local-marketplace/plugin install superunityWrote 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-verification)<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-verification"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-verification/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-verification"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-verification.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 | $0.00115 | $0.01829 |
| Opus 5.5 | $0.00046 | $0.00732 |
| Sonnet 5.5 | $0.00023 | $0.00366 |
| Haiku 4.5 | $0.00012 | $0.00183 |
Grade A, and why
unity-verification 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 1mo 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 — 162 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Verification Before Completion (Unity)
Overview
This skill ensures all completion claims are backed by fresh verification evidence from the Unity Editor.
Rule: Do not claim any task is complete, fixed, or passing without fresh verification evidence from the current session. Unity compilation, test results, and Console state can change without notice — always verify fresh.
The Gate Function
Before claiming any status:
- Identify — What evidence proves this claim in Unity?
- Run — Execute the full verification (fresh, complete, not cached)
- Read — Full output: test count, error count, Console warnings
- Verify — Does the output confirm the claim?
- If no: state actual status with evidence
- If yes: state claim with evidence
- Claim — Only then make the claim
Complete all five steps before making any claim.
Unity Verification Matrix
| Claim | Required Evidence | Not Sufficient |
|---|---|---|
| Tests pass | Unity Test Runner: 0 failures (EditMode + PlayMode) | "Should pass", previous run, agent report |
| Console clean | Unity Console: 0 errors, 0 unexpected warnings | "Looks fine", no visible errors in view |
| Bug fixed | Original symptom reproduced in Play Mode: no longer occurs | Code changed, "assumed fixed" |
| Build succeeds | BuildPipeline or CLI batchmode: exit 0, 0 errors | Compilation passed, "should build" |
| Domain reload safe | Enter + exit Play Mode: Console remains clean | "I didn't touch serialization" |
| Scene/Prefab intact | Opened in Editor: no missing references, no unintended overrides | "I didn't touch the scene" |
| Regression test valid | Red→fix→Green cycle confirmed | "I wrote a test" (without seeing it fail first) |
| Subagent completed | VCS diff verified + Unity Console clean | Subagent reports "success" |
| Requirements met | Line-by-line checklist against plan + Play Mode check | "Tests pass, task complete" |
| Cross-platform safe | Tested on all active build targets | "Works in Editor" |
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.
- 1mo ago First seen · 162 lines · 115 tokens per session scan A 7a3729ceb919
unity-verification is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 5mo ago), licensed MIT. It adds 115 tokens to every session and 1,829 once invoked, about $0.0005 per session on Opus 5.5. 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
regression-suite
Map test coverage to GDD critical paths, find fixed bugs lacking regression tests, flag drift from new features.
soak-test
Soak test protocol for extended play — what to observe and log for slow leaks, fatigue, late-appearing edge cases.
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
team-polish
Orchestrate the polish team — performance-analyst, technical-artist, sound-designer, qa-tester — to optimize and harden a feature or area.
smoke-check
Critical-path smoke gate before QA hand-off — runs the automated suite. A failed check means the build is not QA-ready.
develop-web-game
Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with rendergametotext.