unity-plugin

unity-plugin is a skill for Claude Code, Codex from TomLeeLive/openclaw-unity-plugin. It costs 0 tokens per session (5,112 once invoked), scanned A, original, Apache-2.0.

A set of controls for working with the Unity game editor, including scenes, game objects, components, input, debugging, and Play mode.

In plain words
What is it for?
Use it to load scenes, create or modify game objects and components, simulate UI input, start or stop Play mode, inspect logs, and take screenshots.
Why use it?
It lets a coding agent inspect and change a Unity project and check its behavior without relying only on source files.

Skill for Claude CodeCodex

Which agent this was written for is unclear — built for openclaw. Also seen: mentions Claude Code; built for openclaw.

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is ./scripts/install-extension.sh.

Good fit Use it to load scenes, create or modify game objects and components, simulate UI input, start or stop Play mode, inspect logs, and take screenshots.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/TomLeeLive/openclaw-unity-plugin
agentmods
npx agentmods add skills/tomleelive/openclaw-unity-plugin/skill

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for unity-plugin

README.md
[![agentmods](https://agentmods.dev/badge/skills/tomleelive/openclaw-unity-plugin/skill/github.svg)](https://agentmods.dev/skills/tomleelive/openclaw-unity-plugin/skill)
Your own site
<a href="https://agentmods.dev/skills/tomleelive/openclaw-unity-plugin/skill"><img src="https://agentmods.dev/badge/skills/tomleelive/openclaw-unity-plugin/skill/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.

agentmods 80×15 button for unity-plugin

Your own site · 80×15
<a href="https://agentmods.dev/skills/tomleelive/openclaw-unity-plugin/skill"><img src="https://agentmods.dev/badge/skills/tomleelive/openclaw-unity-plugin/skill.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,112 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 1 finding. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.05112
Opus 5.5 $0.00000 $0.02045
Sonnet 5.5 $0.00000 $0.01022
Haiku 4.5 $0.00000 $0.00511

Measured 1mo ago against content hash ccb37b8962d0, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-plugin scanned grade A with 1 finding 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.

Makes network callslowCapability

Not a fault in itself. Listed so you know the mod talks to something, and to what.

3. Verify: `curl http://127.0.0.1:27182/status`
skill/SKILL.md · 491 lines

How it starts

The opening of the file, as written. The whole thing — 491 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Plugin Skill

Control Unity Editor through ~100 built-in tools. Works in both Editor and Play mode.

Safety and permissions

What this skill can change: anything the Unity Editor can — GameObjects and components, scenes, prefabs, materials, shaders, textures and ScriptableObjects, files under Assets/, installed packages, Play mode, and arbitrary C# run inside the Editor process (script.execute, plus reflection-based calls).

What runs without asking: read-only tools only — get*, list, find, script.read, debug.hierarchy, debug.screenshot, console.getLogs. Their behaviour is unchanged.

What is gated at runtime: every project-changing tool — create, delete, destroy, save, set*, component.add/remove, asset.* writes, prefab.*, material.*, texture.*, editor.refresh/recompile, Play-mode control, input simulation, test.run, script.execute — and any batch.execute that carries one of them. The gateway extension refuses these by default. A tool name it does not recognise (project-registered custom tools included) counts as project-changing unless its verb is clearly read-only: the gate fails closed, never open.

How to enable them — both steps are required:

  1. The operator starts the gateway with the opt-in environment variable. It is read from the gateway process, so the model cannot set it:

    OPENCLAW_EDITOR_ALLOW_DESTRUCTIVE=1 openclaw gateway restart
    # or, scoped to this skill only:
    OPENCLAW_UNITY_ALLOW_DESTRUCTIVE=1 openclaw gateway restart
    
  2. The caller passes confirm: true on each project-changing call, after the user has approved that specific change:

    unity_execute: asset.delete {path: "Assets/Old/Item.prefab"}, confirm: true
    

Missing either one is a refusal with an explanation of what was blocked and how to allow it. Nothing reaches the Editor in the meantime.

Preview first: dryRun: true reports how a call is classified and what would be sent, and sends nothing:

Read the full file on GitHub · 491 lines

Files

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.

Changes

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.

  1. 1mo ago Changed · +332 lines · -63 tokens per session ccb37b8962d0
  2. 2mo ago First seen · 159 lines · 63 tokens per session scan A c825520689e4

Subscribe to this mod's changes

unity-plugin is a skill published in the GitHub repository TomLeeLive/openclaw-unity-plugin (107 stars, last pushed 1mo ago), licensed Apache-2.0. It costs nothing until one of its globs matches a file; then it loads 5,112 tokens. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

unity-plugin compared with skills from other repositories

unity-plugin next to 6 skills from other repositories
ModTypeStarsLast pushLicenceScanTokensWorks with
unity-pluginTomLeeLive/openclaw-unity-pluginSkill1071mo agoApache-2.0A0Claude Code, Codex
unity-pluginTomLeeLive/openclaw-unity-skillSkill71mo agoApache-2.0A0Claude Code, Codex
unreal-pluginTomLeeLive/openclaw-unreal-skillSkill61mo agoApache-2.0C0Claude Code, Codex
input-systemsgamedev-skills/awesome-gamedev-agent-skillsSkill6.9k9d agoApache-2.0A88Claude Code
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roblox-luaugamedev-skills/awesome-gamedev-agent-skillsSkill6.9k9d agoApache-2.0A97Claude Code