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 scenekit-gamegit 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/scenekit-game)<a href="https://agentmods.dev/skills/abdullah4ai/apple-developer-toolkit/scenekit-game"><img src="https://agentmods.dev/badge/skills/abdullah4ai/apple-developer-toolkit/scenekit-game.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00058 | $0.03855 |
| Opus 5 | $0.00029 | $0.01928 |
| Sonnet 5 | $0.00012 | $0.00771 |
| Haiku 4.5 | $0.00006 | $0.00385 |
Grade A, and why
scenekit-game 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 4d 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 — 448 lines — stays where its author put it; the contents beside it link to each section on GitHub.
SceneKit 3D Game Development
ARCHITECTURE OVERRIDE: 3D games use SceneKit (SCNScene + SceneView), NOT SpriteKit or plain SwiftUI views with timers or Canvas. The standard @main App → RootView → MainView pattern still applies, but MainView hosts a SceneView instead of standard SwiftUI content. AppTheme rules apply to SwiftUI parts (menus, overlays, HUD) but NOT to SceneKit scene internals where you use SCNVector3, SCNMaterial colors, etc. directly.
Also load the game-assets skill for downloading 3D models and textures via nw_download_asset.
Also load the game-ui skill for SwiftUI HUD overlays, menus, and virtual controls.
SceneView — SwiftUI Bridge
import SceneKit
import SwiftUI
struct GameView: View {
@State var gameState = GameState()
@State private var scene = GameScene()
var body: some View {
ZStack {
SceneView(
scene: scene.scnScene,
pointOfView: scene.cameraNode,
options: [.allowsCameraControl, .autoenablesDefaultLighting]
)
.ignoresSafeArea()
// SwiftUI overlays for HUD, menus (use AppTheme here)
if gameState.phase == .paused {
PauseMenuView(gameState: gameState)
}
}
.onAppear { scene.gameState = gameState }
}
}
Rules:
- Use
SceneView(scene:pointOfView:options:)— the native SwiftUI bridge for SceneKit .allowsCameraControlenables orbit/pan/zoom (remove for fixed-camera games).autoenablesDefaultLightingadds ambient + directional light (remove when adding custom lights)- Pass data between SwiftUI and SceneKit via
@Observablegame state objects - SwiftUI overlays (menus, HUD, pause) sit in a ZStack above SceneView
- SwiftUI parts use AppTheme. SceneKit scene internals use SCNMaterial/SCNVector3 directly.
Scene Architecture
@Observable
class GameScene: NSObject, SCNSceneRendererDelegate {
let scnScene = SCNScene()
let cameraNode = SCNNode()
var gameState: GameState?
override init() {
super.init()
setupCamera()
setupLighting()
setupEnvironment()
}
private func setupCamera() {
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(0, 10, 15)
cameraNode.look(at: SCNVector3Zero)
scnScene.rootNode.addChildNode(cameraNode)
}
private func setupLighting() {
let ambientLight = SCNNode()
ambientLight.light = SCNLight()
ambientLight.light?.type = .ambient
ambientLight.light?.intensity = 500
scnScene.rootNode.addChildNode(ambientLight)
let directionalLight = SCNNode()
directionalLight.light = SCNLight()
directionalLight.light?.type = .directional
directionalLight.light?.intensity = 1000
directionalLight.light?.castsShadow = true
directionalLight.eulerAngles = SCNVector3(-Float.pi / 4, 0, 0)
scnScene.rootNode.addChildNode(directionalLight)
}
}
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.
- 4d ago First seen · 448 lines · 58 tokens per session scan A 074b68347c52
scenekit-game is a skill published in the GitHub repository Abdullah4AI/apple-developer-toolkit (10 stars, last pushed yesterday), licensed MIT. It adds 58 tokens to every session and 3,855 once invoked, about $0.0003 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 2026-09-03.
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