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 tjboudreaux/cc-plugin-unity-gamedev --skill tools-unity-navmeshgit clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedevWrote 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/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-navmesh)<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-navmesh"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-navmesh/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/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-navmesh"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-navmesh.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 | $0.00020 | $0.03103 |
| Opus 5 | $0.00010 | $0.01551 |
| Sonnet 5 | $0.00004 | $0.00621 |
| Haiku 4.5 | $0.00002 | $0.00310 |
Grade A, and why
tools-unity-navmesh 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.
This is a copy
100% identical to tools-unity-navmesh — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 582 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity NavMesh Pathfinding
Overview
NavMesh provides AI pathfinding in Unity. This skill covers safe usage patterns to prevent the 30K+ pathfinding errors seen in production.
When to Use
- AI movement and navigation
- Enemy patrolling and chasing
- NPC pathfinding
- Dynamic obstacle avoidance
- Multi-agent navigation
Critical Safety Patterns
Graph Validation Before Query
using Pathfinding;
public class SafePathfinder
{
private readonly Seeker _seeker;
public bool TryCalculatePath(Vector3 start, Vector3 end, out Path path)
{
path = null;
// CRITICAL: Check graph exists
if (AstarPath.active == null)
{
Debug.LogError("No AstarPath instance active");
return false;
}
if (AstarPath.active.graphs == null || AstarPath.active.graphs.Length == 0)
{
Debug.LogError("No graphs available");
return false;
}
// Check if position is on navmesh
var startNode = AstarPath.active.GetNearest(start).node;
var endNode = AstarPath.active.GetNearest(end).node;
if (startNode == null || !startNode.Walkable)
{
Debug.LogWarning($"Start position {start} not on walkable navmesh");
return false;
}
if (endNode == null || !endNode.Walkable)
{
Debug.LogWarning($"End position {end} not on walkable navmesh");
return false;
}
// Safe to calculate path
_seeker.StartPath(start, end, OnPathComplete);
return true;
}
private void OnPathComplete(Path p)
{
if (p.error)
{
Debug.LogWarning($"Path failed: {p.errorLog}");
return;
}
// Use path
}
}
Null Graph Guard (Critical Fix for 30K errors)
public class PathfindingGuard
{
public static bool IsPathfindingReady()
{
// Check 1: AstarPath singleton exists
if (AstarPath.active == null)
return false;
// Check 2: Data is loaded
if (AstarPath.active.data == null)
return false;
// Check 3: Graphs exist
if (AstarPath.active.data.graphs == null)
return false;
// Check 4: At least one graph is scanned
foreach (var graph in AstarPath.active.data.graphs)
{
if (graph != null && graph.CountNodes() > 0)
return true;
}
return false;
}
}
// Usage in AI
public class EnemyAI : MonoBehaviour
{
private void RequestPath()
{
if (!PathfindingGuard.IsPathfindingReady())
{
// Defer pathfinding or use fallback behavior
StartCoroutine(WaitForPathfinding());
return;
}
_seeker.StartPath(transform.position, _target.position);
}
private IEnumerator WaitForPathfinding()
{
while (!PathfindingGuard.IsPathfindingReady())
{
yield return new WaitForSeconds(0.5f);
}
RequestPath();
}
}
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 · 582 lines · 20 tokens per session scan A 8ecd5fa7c171
tools-unity-navmesh is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (8 stars, last pushed 7mo ago), licensed MIT. It adds 20 tokens to every session and 3,103 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to tools-unity-navmesh, differing in 0 lines, and is treated as a copy.
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