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 Abdullah4AI/apple-developer-toolkit --skill game-uigit clone --depth 1 https://github.com/Abdullah4AI/apple-developer-toolkitWrote 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/abdullah4ai/apple-developer-toolkit/game-ui)<a href="https://agentmods.dev/skills/abdullah4ai/apple-developer-toolkit/game-ui"><img src="https://agentmods.dev/badge/skills/abdullah4ai/apple-developer-toolkit/game-ui/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/abdullah4ai/apple-developer-toolkit/game-ui"><img src="https://agentmods.dev/badge/skills/abdullah4ai/apple-developer-toolkit/game-ui.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to high
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- high System Prompt Leakage · line 149 Skill contains instructions that could directly expose system prompts, internal rules, or hidden instructions to users or external parties.Fix: Remove any instructions that reveal, print, or output system prompts or internal rules. System instructions should never be exposed to end users.
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 | $0.00037 | $0.00988 |
| Opus 5.5 | $0.00015 | $0.00395 |
| Sonnet 5.5 | $0.00007 | $0.00198 |
| Haiku 4.5 | $0.00004 | $0.00099 |
Grade A, and why
game-ui 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 1mo 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 — 157 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game UI Patterns
HUD Overlay Architecture
Use SwiftUI overlays on SpriteView — NOT SKLabelNode/SKSpriteNode for HUD:
struct GameView: View {
@State var gameState = GameState()
var body: some View {
ZStack {
SpriteView(scene: scene, isPaused: gameState.isPaused)
.ignoresSafeArea()
// HUD overlay — uses AppTheme
VStack {
HStack {
ScoreView(score: gameState.score)
Spacer()
LivesView(lives: gameState.lives)
}
.padding(.horizontal, AppTheme.Spacing.lg)
.padding(.top, AppTheme.Spacing.md)
Spacer()
}
.allowsHitTesting(false) // Let touches pass through to SpriteView
// Pause/Game Over modals
if gameState.phase == .paused { PauseMenuView(gameState: gameState) }
if gameState.phase == .gameOver { GameOverView(gameState: gameState) }
}
}
}
Rules:
- HUD elements in SwiftUI use AppTheme tokens (colors, fonts, spacing)
- Use
.allowsHitTesting(false)on non-interactive overlays - Interactive buttons (pause, menu) need
.allowsHitTesting(true) - Score/lives/timer update via
@ObservableGameState shared with SKScene
Menu Flow
MainMenu → Game (Playing) → Pause → Resume / Quit
→ GameOver → PlayAgain / MainMenu
Implementation:
@Observable
class GameState {
var phase: GamePhase = .menu
enum GamePhase: Equatable {
case menu
case playing
case paused
case gameOver(winner: String)
}
}
// In MainView
switch gameState.phase {
case .menu:
MainMenuView(gameState: gameState)
case .playing, .paused, .gameOver:
GameView(gameState: gameState)
}
Score Display
struct ScoreView: View {
let score: Int
var body: some View {
Text("\(score)")
.font(AppTheme.Fonts.largeTitle)
.foregroundStyle(AppTheme.Colors.textPrimary)
.contentTransition(.numericText())
.animation(.spring(duration: 0.3), value: score)
}
}
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.
- 1mo ago First seen · 157 lines · 37 tokens per session scan A 6c122889721c
game-ui is a skill published in the GitHub repository Abdullah4AI/apple-developer-toolkit (11 stars, last pushed 3d ago), licensed MIT. It adds 37 tokens to every session and 988 once invoked, about $0.0001 per session on Opus 5.5. 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.
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