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 rules/allusia1/robridge/robridge-toolsgit clone --depth 1 https://github.com/Allusia1/RoBridgeWhat 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 | $0.00394 | $0.00394 |
| Opus 5 | $0.00197 | $0.00197 |
| Sonnet 5 | $0.00079 | $0.00079 |
| Haiku 4.5 | $0.00039 | $0.00039 |
Grade A, and why
robridge-tools 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.
What it actually says
RoBridge tool use
The MCP schemas are the catalog. Do not recopy actions into chat or extra docs. Call the tools.
Prefer typed tools
- Instances, properties, scripts, UI, lighting, terrain, camera, assets, play — use the matching tool.
execute_luauis last resort when no typed action fits.- Related mutations go in one
batch_execute, not many round-trips.
Assets
manage_assetssearch first, then insert anassetIdfrom those results.- Never invent or hardcode
rbxassetidvalues (sounds, animations, skyboxes, models).
Playtest new features
If the change is something a player can see or use in Play, playtest it before you say it works. Skip playtest for docs, dashboard CSS, rules, or schema-only edits.
- Prefer
manage_studiorun_testwith a short Luau body that prints[ROBRIDGE_TEST] PASSorFAIL. - World objects (crates, parts, clickables):
manage_inputwalk_and_click. - Screen / PlayerGui buttons:
manage_uiclick(ormanage_inputclick_path). - Read
manage_logs. If it fails, fix once and retest. play_stopwhen you are done. Do not leave Play running.- Tell the user what you tested and whether it passed.
Do not hand-roll play_start + logs + play_stop when run_test fits.
Studio
- If a call says no Studio session, stop and say so. Do not fake results.
- Keep the crate place clean unless the user asks to add more world content.
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 · 38 lines · 394 tokens per session scan A f9fdb621f583
robridge-tools is a cursor rule published in the GitHub repository Allusia1/RoBridge (1 stars, last pushed 16d ago), licensed MIT. It adds 394 tokens to every session, about $0.0020 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 2026-08-31.
Other cursor rules, from other repositories
08-client-server
IF 判断当前环境是否为客户端 → FabricLoader.getInstance().getEnvironmentType() == EnvType.CLIENT → World.isClient(Yarn 字段;yarn 1.14.4 World.mapping)。不要用 MCP/Forge 的 isRemote.
07-datagen
IF 生成物品/方块模型 JSON → 手动编写 JSON 在 src/main/resources/assets/{modid}/models/.
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
webgpu-threejs-tsl
Entry point for Three.js WebGPU + TSL guidance. Covers renderer setup, node materials, and TSL syntax fundamentals. Auto-attaches on JS/TS files in projects using three/webgpu.
serialization-rules
Unity serialization best practices.
unreal-networking
Networking and multiplayer in Unreal Engine.