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/thearcforge/uniclaude/scene-authoringnpx skills add TheArcForge/UniClaude --skill scene-authoringgit clone --depth 1 https://github.com/TheArcForge/UniClaudeWrote 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/thearcforge/uniclaude/scene-authoring)<a href="https://agentmods.dev/skills/thearcforge/uniclaude/scene-authoring"><img src="https://agentmods.dev/badge/skills/thearcforge/uniclaude/scene-authoring.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 | $0.00035 | $0.01045 |
| Opus 5 | $0.00017 | $0.00522 |
| Sonnet 5 | $0.00007 | $0.00209 |
| Haiku 4.5 | $0.00003 | $0.00104 |
Grade A, and why
scene-authoring 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.
How it starts
The opening of the file, as written. The whole thing — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Scene Authoring with MCP Tools
Efficient tool sequences for building Unity scenes. Always prefer batch operations over individual calls.
GOAL: Build a Scene from Scratch
Approach:
- Create the scene asset.
- Set up hierarchy structure (parent objects first).
- Batch-create child objects with components.
- Configure properties and references.
- Save the scene.
Tool sequence:
scene_create— create and open the new scene.scene_setup— batch create multiple GameObjects with components, properties, and hierarchy in one call. This is the most efficient tool for initial scene population.component_set_properties— batch set remaining properties across multiple objects.reference_set— wire up cross-object references.material_assign— apply materials to renderers.scene_save— save the scene.
Common mistakes:
- Creating objects one-by-one with scene_create_gameobject when scene_setup can batch them.
- Forgetting to save the scene after modifications.
- Setting properties before all objects exist (references will fail if target doesn't exist yet).
GOAL: Set Up a Level with Primitives
Approach:
- Create floor/walls with primitives.
- Add physics colliders (auto-added with primitives).
- Position and scale using component_set_properties.
- Apply materials.
Tool sequence:
scene_create_primitive— create Plane for floor (scale: 10,1,10).scene_create_primitive— create Cubes for walls (position + scale per wall).material_create— create materials for surfaces.material_assign— apply to renderers.component_set_properties— batch adjust transforms if needed.
Common mistakes:
- Forgetting that primitives come with colliders by default (no need to add separately).
- Not parenting walls under a "Walls" empty for organization.
GOAL: Set Up Lighting
Approach:
- Create light GameObjects.
- Configure light component properties.
- Set environment lighting in project settings.
Tool sequence:
scene_create_gameobject— create empty, name "Directional Light".component_add— add Light component.component_set_properties— set type (Directional), color, intensity, shadows.- For point/spot lights:
scene_create_gameobject+component_add+ position via transform.
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 · 120 lines · 35 tokens per session scan A ce4a0bbedb7a
scene-authoring is a skill published in the GitHub repository TheArcForge/UniClaude (51 stars, last pushed 3mo ago), licensed MIT. It adds 35 tokens to every session and 1,045 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 2026-08-30.
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