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/instructa/viber3d/002-componentsgit clone --depth 1 https://github.com/instructa/viber3dWhat 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 | $0.00000 | $0.00318 |
| Opus 5 | $0.00000 | $0.00159 |
| Sonnet 5 | $0.00000 | $0.00064 |
| Haiku 4.5 | $0.00000 | $0.00032 |
Grade A, and why
002-components 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 yesterday.
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
R3F Component Guidelines
Core Principles
- Use functional components for R3F with ECS data read via hooks.
- Keep components strictly presentational. All game logic should reside in systems.
- Use
useTraitEffect(entity, Trait, callback)to reflect ECS changes on mesh references.
Example Structure
function EnemyView({ entity }: { entity: Entity }) {
const ref = useRef<THREE.Mesh | null>(null)
// React to trait changes only for visual updates
useTraitEffect(entity, Transform, (t) => {
if (ref.current && t) {
ref.current.position.copy(t.position)
ref.current.rotation.copy(t.rotation)
}
})
return (
<mesh ref={ref}>
<sphereGeometry args={[0.5, 16, 16]} />
<meshStandardMaterial color="red" />
</mesh>
)
}
Asset Loading and Cleanup
- Use React Three Fiber helpers like
useGLTForuseTexturefor loading models or textures. - Dispose geometry and materials in a cleanup function if creating many dynamic objects over time.
Anti-Patterns
- Do not place ECS or game logic in React state.
- Do not mutate ECS traits directly from a component. Use systems or actions.
- Do not rely on
useFramefor core game logic; reserve it for minor visual effects only.
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.
- yesterday First seen · 49 lines · 0 tokens per session scan A 1465559b1e82
002-components is a cursor rule published in the GitHub repository instructa/viber3d (623 stars, last pushed 1y ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 318 tokens. 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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