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/st-valve/mcp-unity/unity-mcpnpx skills add st-VALVe/mcp-unity --skill unity-mcpgit clone --depth 1 https://github.com/st-VALVe/mcp-unityWrote 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/st-valve/mcp-unity/unity-mcp)<a href="https://agentmods.dev/skills/st-valve/mcp-unity/unity-mcp"><img src="https://agentmods.dev/badge/skills/st-valve/mcp-unity/unity-mcp.svg" alt="Measured on agentmods" 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 | $0.00040 | $0.00290 |
| Opus 5 | $0.00020 | $0.00145 |
| Sonnet 5 | $0.00008 | $0.00058 |
| Haiku 4.5 | $0.00004 | $0.00029 |
Grade A, and why
unity-mcp 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 5d 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.
What it actually says
Unity MCP
Use MCP Unity when Unity Editor is open for the target project and the user asks to inspect or manipulate the Unity scene, run Unity tests, execute Unity menu items, or interact with in-game UI.
Prefer direct MCP tools over OS-level clicking. For UI flows, use:
get_scene_infoandget_gameobjectto locate active canvases, popups, buttons, inputs, and ScrollRects.set_ui_input_textfor uGUI/TMP input and text components.scroll_uifor ScrollRect-backed pickers and lists.click_uifor Button, Toggle, and other EventSystem-clickable targets.invoke_component_methodonly when a UI control is custom and the public event path is not enough.
For date-of-birth pickers, first look for an input/text receiver component or ScrollRect selectors. Set the value with set_ui_input_text or invoke_component_method if the component owns a date-selection callback, then use click_ui on the continue/confirm button.
After changing project scripts or MCP package files, run recompile_scripts and check get_console_logs for compile errors.
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.
- 5d ago First seen · 21 lines · 40 tokens per session scan A fb661e18dec4
unity-mcp is a skill published in the GitHub repository st-VALVe/mcp-unity (10 stars, last pushed 3mo ago), licensed MIT. It adds 40 tokens to every session and 290 once invoked, about $0.0002 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
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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.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…