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/abdullah4ai/apple-developer-toolkit/game-uinpx skills add Abdullah4AI/apple-developer-toolkit --skill game-uigit clone --depth 1 https://github.com/Abdullah4AI/apple-developer-toolkitWhat 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 | $0.00037 | $0.00988 |
| Opus 5 | $0.00018 | $0.00494 |
| Sonnet 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 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 — 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.
- 2d 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 (10 stars, last pushed 5d ago), licensed MIT. It adds 37 tokens to every session and 988 once invoked, about $0.0002 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 skills, from other repositories
particles
Use this skill when creating particle effects in Phaser 4. Covers ParticleEmitter, emission zones, death zones, particle properties, textures, gravity wells, and particle movement. Triggers on: particles, emitter, particle effect, explosion, fire, smoke.
web-games
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
develop-web-game
Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with rendergametotext.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
ship-web-games
Package, deploy, and verify a playable Three.js or web game. Use for release builds, asset delivery, private/public deployment, production smoke tests, browser proof, release notes, rollback readiness, and cleanup of temporary QA resources.
unity
Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…