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/tomleelive/openclaw-unity-plugin/skillnpx skills add TomLeeLive/openclaw-unity-plugin --skill skillgit clone --depth 1 https://github.com/TomLeeLive/openclaw-unity-pluginWhat 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 | $0.00063 | $0.01310 |
| Opus 5 | $0.00032 | $0.00655 |
| Sonnet 5 | $0.00013 | $0.00262 |
| Haiku 4.5 | $0.00006 | $0.00131 |
Grade A, and why
unity-plugin 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 2d 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 — 159 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Plugin Skill
Control Unity Editor through 44 built-in tools. Works in both Editor and Play mode.
Quick Reference
Core Tools
| Category | Key Tools |
|---|---|
| Scene | scene.getActive, scene.getData, scene.load |
| GameObject | gameobject.find, gameobject.create, gameobject.destroy |
| Component | component.get, component.set, component.add |
| Debug | debug.hierarchy, debug.screenshot, console.getLogs |
| Input | input.clickUI, input.type, input.keyPress |
| Editor | app.play, app.getState, editor.refresh |
Common Workflows
1. Scene Inspection
unity_execute: debug.hierarchy {depth: 2}
unity_execute: scene.getActive
2. Find & Modify Objects
unity_execute: gameobject.find {name: "Player"}
unity_execute: component.get {objectName: "Player", componentType: "Transform"}
unity_execute: transform.setPosition {objectName: "Player", x: 0, y: 5, z: 0}
3. UI Testing
unity_execute: input.clickUI {name: "PlayButton"}
unity_execute: input.type {text: "TestUser", elementName: "UsernameInput"}
unity_execute: debug.screenshot
4. Play Mode Control
unity_execute: app.play {state: true} # Enter Play mode
unity_execute: app.play {state: false} # Exit Play mode
unity_execute: app.getState # Check current state
5. Force Recompile
unity_execute: editor.refresh # Refresh assets & recompile
unity_execute: editor.recompile # Request recompilation only
Tool Categories
Console (2 tools)
console.getLogs- Get logs with optional type filter (Log/Warning/Error)console.clear- Clear captured logs
Scene (4 tools)
scene.list- List scenes in build settingsscene.getActive- Get active scene infoscene.getData- Get full hierarchy datascene.load- Load scene by name
GameObject (6 tools)
gameobject.find- Find by name, tag, or componentgameobject.create- Create object or primitive (Cube, Sphere, etc.)gameobject.destroy- Destroy objectgameobject.getData- Get detailed datagameobject.setActive- Enable/disablegameobject.setParent- Change hierarchy
What ships with it
4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 2d ago First seen · 159 lines · 63 tokens per session scan A c825520689e4
unity-plugin is a skill published in the GitHub repository TomLeeLive/openclaw-unity-plugin (106 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 63 tokens to every session and 1,310 once invoked, about $0.0003 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.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-component-destroy
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.
assets-create-folder
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
assets-prefab-save
Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.
console-get-logs
Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.