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/tykisgod/quick-question/testnpx skills add tykisgod/quick-question --skill testgit clone --depth 1 https://github.com/tykisgod/quick-questionWhat 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 | $0.00012 | $0.03618 |
| Opus 5 | $0.00006 | $0.01809 |
| Sonnet 5 | $0.00002 | $0.00724 |
| Haiku 4.5 | $0.00001 | $0.00362 |
Grade B, and why
test scanned grade B with 2 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.
Sends data to an external URLmediumData exfiltration
A POST to an outside endpoint may be telemetry or may be exfiltration; either way the mod talks to somewhere, and you should know where.
> **Unity Backend:** This skill supports multiple backends. If the built-in `tykit_mcp` tools are available (`unity_health`, `unity_console`, `unity_run_tests`, and — new in v0.5.0 — `unity_main_thread_health`, `unity_fo Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
> **Unity Backend:** This skill supports multiple backends. If the built-in `tykit_mcp` tools are available (`unity_health`, `unity_console`, `unity_run_tests`, and — new in v0.5.0 — `unity_main_thread_health`, `unity_fo How it starts
The opening of the file, as written. The whole thing — 243 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Respond in the user's preferred language (detect from their recent messages, or fall back to the language setting in CLAUDE.md).
Run Unity unit/integration tests and check for runtime errors.
This skill can ALWAYS run while a Unity Editor is open on the project — it drives the running Editor (tykit HTTP / MCP / TestWatcher). Never skip it with the assumption that tests "cannot run from CLI" — they can.
There is no automatic batch-mode fallback. If the scripts cannot detect an Editor they exit 2 and print why. That is the intended answer, not an obstacle to work around:
-batchmodegrabs the project lock and corrupts the Library of an Editor that is open but undetectable. Do not re-run with--batchon your own initiative — report the exit-2 message and let the user decide (open the Editor, or confirm nothing holds the lock and ask for--batch).
Unity Backend: This skill supports multiple backends. If the built-in
tykit_mcptools are available (unity_health,unity_console,unity_run_tests, and — new in v0.5.0 —unity_main_thread_health,unity_focus_window,unity_dismiss_dialogfor recovery), use them first. If only third-party MCP tools are available (run_testsfrom mcp-unity, ortests-runfrom Unity-MCP), use those instead of the tykit/script commands below. If no MCP tools are available, use tykit as documented here. To discover tykit commands:curl -s -X POST http://localhost:$PORT/ -d '{"command":"commands"}' -H 'Content-Type: application/json'or'{"command":"describe-commands"}'for full schemas. PORT comes fromTemp/tykit.json.For tykit command usage beyond tests (scene editing, prefab workflow, runtime reflection, recovery from hangs), see
shared/tykit-reference.md.
Arguments: $ARGUMENTS
- (no arguments): Run both EditMode and PlayMode
editmode/edit: EditMode onlyplaymode/play: PlayMode only--filter "TestName": Filter by test name (semicolon-separated for multiple)--assembly "Asm.Tests": Filter by assembly (semicolon-separated for multiple)--timeout 300: Custom timeout in seconds
Examples:
/qq:test→ Run EditMode + PlayMode/qq:test play→ PlayMode only/qq:test editmode --filter "Health"→ Filter by name/qq:test --assembly "Game.PlayerSystem.Tests"→ Filter by assembly
Platform Notes
- Script invocation: All qq scripts are available as bare commands (e.g.
unity-test.sh) via the pluginbin/directory on PATH. If a bare command fails with "command not found", fall back to${CLAUDE_PLUGIN_ROOT}/bin/<command>. - Python command: Use
python3on macOS/Linux. On Windows (Git Bash), usepythoninstead (python3is not available). Thebin/wrappers handle this automatically. - Process inspection:
ps -p PID -o args=is macOS/Linux only. On Windows, usewmic process where "ProcessId=$PID" get CommandLineortasklist. - Editor.log path: Use
source "${CLAUDE_PLUGIN_ROOT}/scripts/platform/detect.sh" && qq_get_editor_log_pathto get the correct path for the current OS.
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 · 243 lines · 12 tokens per session scan B 94f54de1e62f
test is a skill published in the GitHub repository tykisgod/quick-question (11 stars, last pushed 7d ago), licensed MIT. It adds 12 tokens to every session and 3,618 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it B with 2 findings (sends data to an external url, makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
geometry-and-math
Use this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp.
text-and-bitmaptext
Use this skill when displaying text in Phaser 4. Covers Text game objects, BitmapText, web fonts, text styling, word wrap, alignment, padding, and dynamic text content. Triggers on: Text, BitmapText, this.add.text, font, word wrap, text style.
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).
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.
mobile-games
Mobile game development principles. Touch input, battery, performance, app stores.