Agent skill · Audited from source

unity-package-management

skill · unity-technologies/skillsNOASSERTION licenceAudited 26 Oct 2026 · source c1260d6d8bd5

★ 1,148pushed 2 days ago
✓SAFEGrade B · 89/100 · 26 Oct 2026 · c1260d6
1,148repo stars · whole unity-technologies/skills

Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit c1260d6d8bd5 and found no filesystem, network or shell access and no hard-coded secrets. What it does: Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor, with the Pipeline package commands first and a C# script as the fallback. Use for package installs, verifying package IDs and…

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ModelsAtlas. “unity-package-management (unity-technologies/skills)”. Retrieved 26 Oct 2026. https://modelsatlas.com/skills/unity-technologies/unity-package-management

Trust audit

Audit 0.4.1 · source read 26 Oct 2026

Trust score89/100✓SAFE B
0 critical0 high0 medium0 low0 info

SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 13,985 of 14,816 audited skills.

What the source does

  • FilesystemNone observedNo reads or writes in the source
  • NetworkNone observedNo outbound calls in the source
  • ShellNone observedNo commands run in the source
  • DependenciesPinnedNothing floats
  • SecretsNone foundNo keys in source

Five audit layers

LayerWhat we checkResultFindings
L0 ProvenanceRepo owner, licence, archive status, activityPASS0
L1 Static sourceSecrets, path traversal, supply chain, hidden codeNA0
L2 InstructionsPrompt injection, authority framing, hidden directivesPASS0
L3 InventoryThe files and declarations match the sourcePASS0
L4 SandboxRun in isolation and watch behaviourSKIPPED why0

Gates applied: no behavioural pass.

Findings (0)

No findings at any severity. We re-audit when the source changes.

Audit 0.4.1 · source sha c1260d6d8bd5 · 26 Oct 2026Report an issue or request a re-scan

Provenance

Who published it, and what the verdict is pinned to

  • Publisherunity-technologies GitHub organizationOwner of the repository this skill is read from
  • Source folderunity-technologies/skills/skills/unity-package-managementThe exact folder we audited
  • LicenceNOASSERTIONAs the repository states it
  • Commit pinned for this verdictc1260d6d8bd5A new audit runs when the source changes
  • Repository statusNot archivedLast push 2 days ago
  • Sandboxed runNot runSkills are read, not executed; layer L4 is skipped

What it tells the agent

Full source on GitHub ↗

Its description: Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor, with the Pipeline package commands first and a C# script as the fallback. Use for package installs, verifying package IDs and…

---
name: unity-package-management
description: Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor, with the Pipeline package commands first and a C# script as the fallback. Use for package installs, verifying package IDs and versions, or choosing which packages a game needs.
allowed-tools:
  - Bash
  - Write
  - Edit
---

# Unity Package Management (Pipeline commands first, C# script as the fallback)

Add, remove, upgrade, and discover UPM (Unity Package Manager) packages with the `package`
commands of the project's Pipeline package, run through `unity command`. Only when no Editor can
answer those commands, fall back to `UnityEditor.PackageManager.Client` driven headless from a
script (see [Fallback](#fallback-no-editor-to-ask-the-c-client-api)). Do **not** hand-edit
`Packages/manifest.json`: the Package Manager resolves dependencies and compatible versions
correctly, whereas manual edits routinely break resolution.

This complements the **`unity-cli`** skill (editor install, project creation, build/test), which
documents `unity command`, `unity status` and `unity pipeline install`.

## Use the package commands first

The Pipeline package registers a `package` command group: `add`, `remove`, `list`, `resolve`,
`search` and `status`. They need a running Editor whose project has `com.unity.pipeline` (add it
with `unity pipeline install`, then `unity open`, then wait with `unity status --until-ready`).
Each command's parameters come from the Editor, so read them before the first call. Don't guess
a parameter name.

```bash
unity status --until-ready --project-path "<project-path>"
unity command package --project-path "<project-path>"                  # the package commands this Editor has
unity command --query package --format json --project-path "<project-path>"   # each command's parameter schema
unity command package search --project-path "<project-path>"           # then pass the parameters the schema lists
unity command package add --project-path "<project-path>"              # add one or more packages by id
unity command package list --project-path "<project-path>"             # confirm what is installed
```

Pass a command's parameters after its name, as the schema names them (`unity command <group>
<command> --<parameter> <value>`). Add every package you need in one `package add` call when the
schema accepts several ids. Pin a version the way the schema describes when a minimum is required
(the `@<version>` id form belongs to the C# fallback below). Use `package status` or `package list` to verify, and
`package remove` to drop a package. Treat a non-zero exit as a failure and read its message.

If `unity command package` reports no such group, the project's Pipeline package predates it:
run `unity pipeline upgrade`, or use the fallback below.

## When to use

- Add / remove / upgrade one or more packages in an existing or freshly-created project.
- Set up a project's packages non-interactively in CI (fallback script when no Editor is running).
- Verify a package id exists, or find its available versions, before depending on it.
- Decide which packages a game actually needs — see
  [references/select-packages.md](references/select-packages.md).

## Choosing what to install

Install what the project actually needs, not everything; prefer packages the chosen template
already provides (URP templates already include the render pipeline, Input System, etc.). The
genre / look / platform / monetization → package mapping, plus how to search the registry, is
in [references/select-packages.md](references/select-packages.md). Produce a **deduplicated
list of package ids** and read it back to the user before installing.

## Fallback: no Editor to ask (the C# Client API)

Use this section only when `package add` can't run: no Editor is open and you don't want one
open, the project has no Pipeline package, or the command group is missing and an upgrade isn't
wanted. It installs through `Client.AddAndRemove` from a script the Editor runs in batch mode.

## The `-quit` problem — why NOT `unity run` for installs

`Client.Add` / `Client.AddAndRemove` are **asynchronous**: they return a `Request` that only
completes on later `EditorApplication.update` ticks (the UPM child process marshals its result
back on the Editor's main-loop pump, so a blocking `while (!req.IsCompleted)` busy-wait
deadlocks it). The Editor must **stay alive** after `-executeMethod` returns, until the request
finishes.

`unity run` **cannot** be used for the installer: its default path injects `-quit` (see the reserved
flags in the **`unity-cli`** skill). With `-quit`, the Editor quits the instant the method
returns — before UPM resolves — so packages never install and the callback never runs.

**Solution:** launch the **Editor binary directly** in `-batchmode` **without** `-quit`. The
Editor stays alive, `EditorApplication.update` keeps ticking, the poll callback runs, and it
calls `EditorApplication.Exit(code)` itself when done — which both quits and sets the process
exit code.

## The installer script

Write this to `Assets/Editor/ProjectBootstrap/PackageInstaller.cs`. It must live under an
`Editor/` folder (or an Editor-only assembly) because it uses `UnityEditor`.

```csharp
using System.Linq;
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEngine;

namespace ProjectBootstrap
{
    // Installs (and optionally removes) a fixed set of packages via the PackageManager
    // Client API, headless-safe.
    public static class PackageInstaller
    {
        // EDIT this list to match the package selection (see references/select-packages.md).
        static readonly string[] PackagesToAdd =
        {
            "com.unity.inputsystem",
            "com.unity.cinemachine",
            "com.unity.render-pipelines.universal",
            // "[email protected]"  // pin a version with @ when a minimum is required
        };

        // Opt

Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.

Install

Pinned to the audited commit c1260d6

Download folder ↗
git clone https://github.com/unity-technologies/skills
git -C skills checkout c1260d6d8bd5

The author documents no install command, so this uses the repository directly. Our verdict covers commit c1260d6d8bd5 only.

Works in

The author has not said which agents this skill supports, and we have not tested it in any.

Audit history

Every audit, every source change

  1. ✓SAFE B 89 / 100

    first audit · source c1260d6d8bd5

README badge

For maintainers · shows the latest audit

ModelsAtlas: SAFE BMODELSATLASSAFE · B
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Questions about unity-package-management

What does the unity-package-management skill do?
A collection of reusable skills for AI coding agents — prompts, slash commands, and tools built for Unity workflows
Is unity-package-management safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can unity-package-management access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (c1260d6d8bd5), read on 2026-10-26. The repository is watched, and a new audit runs when it changes — this is the first audit.

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