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 XeldarAlz/everything-claude-unity --skill textmeshprogit clone --depth 1 https://github.com/XeldarAlz/everything-claude-unityWrote 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/xeldaralz/everything-claude-unity/textmeshpro)<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/textmeshpro"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/textmeshpro/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/xeldaralz/everything-claude-unity/textmeshpro"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/textmeshpro.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 | $0.00038 | $0.02790 |
| Opus 5 | $0.00019 | $0.01395 |
| Sonnet 5 | $0.00008 | $0.00558 |
| Haiku 4.5 | $0.00004 | $0.00279 |
Grade A, and why
textmeshpro 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 8d 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 — 398 lines — stays where its author put it; the contents beside it link to each section on GitHub.
TextMeshPro — Advanced Text Rendering for Unity
TextMeshPro (TMP) is Unity's standard text solution, replacing the legacy Text component. It uses Signed Distance Field (SDF) rendering for resolution-independent, crisp text with support for rich text, outlines, shadows, and inline sprites.
Component Types
| Component | Use Case | Namespace |
|---|---|---|
TextMeshProUGUI |
Canvas UI text (most common) | TMPro |
TextMeshPro |
World-space 3D text (signs, name plates) | TMPro |
using TMPro;
[SerializeField] private TextMeshProUGUI _uiText; // Canvas text
[SerializeField] private TextMeshPro _worldText; // 3D world text
Font Asset Creation
Font assets are created from TTF/OTF font files via the Font Asset Creator window.
Steps
- Window > TextMeshPro > Font Asset Creator
- Set Source Font File to your TTF/OTF font
- Configure settings:
- Sampling Point Size: Auto or specific (e.g., 64)
- Padding: 5-9 (higher = better outlines/shadows but larger atlas)
- Packing Method: Optimum
- Atlas Resolution: 512x512 for small character sets, 2048x2048+ for CJK
- Character Set: ASCII for English, Unicode Range for specific sets, Custom Characters for exact glyphs
- Render Mode: SDFAA (default, best quality)
- Click Generate Font Atlas, then Save
SDF Rendering Modes
| Mode | Quality | Use Case |
|---|---|---|
| SDFAA | Best | Default for most fonts |
| SDF | Good | Slightly faster rendering |
| SDFAA_HINTED | Best + hinting | Small text sizes, pixel-perfect |
| Raster | Bitmap | Pixel art fonts only |
Material Presets
Material presets add visual effects (outline, shadow, glow) without modifying the base font asset.
Creating a Material Preset
- Select the font asset in Project window
- In Inspector, click the material field to see the base material
- Right-click the font asset > Create > Material Preset
- Adjust properties on the new material:
- Face: Color, softness, dilate
- Outline: Color, thickness
- Underlay (shadow): Color, offset, dilate, softness
- Lighting: Bevel for 3D effect
- Glow: Inner/outer glow
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.
- 8d ago First seen · 398 lines · 38 tokens per session scan A 1d75b3002e3e
textmeshpro is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (23 stars, last pushed 4mo ago), licensed MIT. It adds 38 tokens to every session and 2,790 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 2026-09-03.
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