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/yucchiy/unicli/unity-developmentnpx skills add yucchiy/UniCli --skill unity-developmentgit clone --depth 1 https://github.com/yucchiy/UniCliWhat 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 | $0.00106 | $0.03502 |
| Opus 5 | $0.00053 | $0.01751 |
| Sonnet 5 | $0.00021 | $0.00700 |
| Haiku 4.5 | $0.00011 | $0.00350 |
Grade A, and why
unity-development 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 — 282 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UniCli — Unity Editor CLI
UniCli lets you interact with Unity Editor directly from the terminal.
The CLI (unicli) communicates with the Unity Editor over named pipes, so the Editor must be open with the com.yucchiy.unicli-server package installed.
RULES — Always Follow These
- After creating/modifying ANY file under
Assets/orPackages/: Rununicli exec AssetDatabase.Import --path "<path>" --jsonto generate.metafiles. Never create.metafiles manually — always let Unity generate them via this command. Unity requires.metafiles for every asset — skipping this causes missing references, broken imports, and compilation errors. This applies to all file types:.cs,.asmdef,.asset,.prefab, directories, etc. - After modifying C# code in the Unity project: Run
unicli exec Compile --jsonto verify compilation. - Always use
--jsonwhen parsing output programmatically. - If connection to Unity Editor fails: Retry 2–3 times, then ask the user to confirm Unity Editor is running with the project open.
- For platform-specific verification: Use
unicli exec BuildPlayer.Compile --target <platform> --jsonto catch platform-specific errors (missing#ifguards, unsupported APIs, etc.). - When running tests: Always use the default
--resultFilter failures(or--resultFilter nonefor summary-only) to keep output minimal. Only use--resultFilter allwhen you specifically need to inspect individual passed test details. This prevents large test suites from flooding context. Stack traces are omitted by default (--stackTraceLines 0); use--stackTraceLines 3when you need to diagnose a failure location. - When checking console logs: Use
Console.GetLogwith{"logType":"Warning,Error"}to filter out informational noise and focus on actionable issues. Stack traces are omitted by default; use{"logType":"Error","stackTraceLines":3}when debugging errors. - Discover commands dynamically: Use
unicli commands --jsonto list all available commands andunicli exec <command> --helpto see parameters for any command.--helpincludes nested type details when applicable, andcommands --jsonprovides nested schemas via each command'srequestTypeDetailsandresponseTypeDetails. Match nested type details bytypeId;typeandtypeNameare display labels and may not be unique. Do not rely on memorized command lists — the project may have custom commands. - Before scene-affecting operations: Run
unicli exec Editor.Status(without--json— the compact text summary is enough to check for dirty state and keeps output small) beforeTestRunner.RunPlayMode,BuildPlayer.Build,Scene.Open,Scene.New,Scene.Close,Menu.Execute, or entering Play Mode.TestRunner.RunPlayModeis the most common offender: the test runner creates a temporary test scene and swaps out the currently open scenes, so any unsaved scene changes at that moment can trigger a save prompt, abort the run, or leave the CLI waiting forever. If dirty scenes came from your own edits, save only the changes that should persist; revert or discard temporary probe changes when that is safer. If the dirty state may be from the user, do not save or discard it; ask the user how to proceed. - When commands hang or time out: Suspect a Unity Editor modal dialog such as a scene save prompt. Do not keep retrying blindly; ask the user to close or resolve the dialog, then retry.
What ships with it
1 file 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 · 282 lines · 106 tokens per session scan A b40172685c96
unity-development is a skill published in the GitHub repository yucchiy/UniCli (251 stars, last pushed 1mo ago), licensed MIT. It adds 106 tokens to every session and 3,502 once invoked, about $0.0005 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.
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