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/amanidawn/dgame/dgame-devnpx skills add AmaniDawn/DGame --skill dgame-devgit clone --depth 1 https://github.com/AmaniDawn/DGameWhat 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 | $0.00101 | $0.01145 |
| Opus 5 | $0.00051 | $0.00573 |
| Sonnet 5 | $0.00020 | $0.00229 |
| Haiku 4.5 | $0.00010 | $0.00114 |
Grade A, and why
dgame-dev 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 3d 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 — 48 lines — stays where its author put it; the contents beside it link to each section on GitHub.
DGame 开发指导
DGame 使用 HybridCLR + YooAsset + UniTask + Luban 构建。 本 skill 提供 DGame 专属的 AI 精炼参考文档,优先描述本仓库实际 API、目录和落位规则。
核心红线
- 分层落位:框架运行时放
GameUnity/Assets/DGame/Runtime,编辑器工具放GameUnity/Assets/DGame/Editor,热更玩法放GameUnity/Assets/Scripts/HotFix/GameLogic。热更边界:DGame.Runtime/DGame.AOT不热更,Scripts/HotFix/*全部热更。 - 模块访问:业务代码优先通过
GameLogic.GameModule.XXX访问模块,不在业务层散落ModuleSystem.GetModule<T>()。 - 异步优先:IO、资源、场景等耗时操作优先使用
UniTask,不要新增 Coroutine 工作流。 - 资源生命周期成对:非实例化资源用
LoadAssetAsync/LoadAsset后按持有关系UnloadAsset;GameObject 实例用LoadGameObjectAsync/LoadGameObject,销毁实例时资源模块自动回收引用。 - 事件解耦:UI 内部监听用
UIBase.AddUIEvent自动清理;跨模块事件用[EventInterface(EEventGroup...)]、GameEvent.Get<T>()或GameEvent.AddEventListener。 - 配置表边界:配置表结构、Excel、导表脚本优先使用
luban-dev;本 skill 只补充 DGame 业务代码如何消费配置。
文档路由
根据任务类型,读取对应的 reference 文档:
| 任务类型 | 必读文档 | 进阶文档 | 优先级 |
|---|---|---|---|
| UI 开发 | ui-lifecycle.md | ui-patterns.md | P0 |
| 事件系统 | event-system.md | event-antipatterns.md | P0 |
| 资源加载 | resource-api.md | resource-patterns.md | P0 |
| 热更资源包 | hotpatch-workflow.md | resource-api.md | P0 |
| 构建打包 | build-pipeline.md | hotfix-workflow.md | P1 |
| 模块使用 | modules.md | — | P0 |
| 热更代码 | hotfix-workflow.md | — | P1 |
| 代码规范 | naming-rules.md | — | P1 |
| Luban 配置 | luban-config.md | luban-dev |
P1 |
| 红点系统 | reddot-system.md | ui-patterns.md | P1 |
| 项目结构 | architecture.md | — | P2 |
| 问题排查 | troubleshooting.md | — | P2 |
| MCP 场景/GO/UI/脚本/Editor | mcp-tools.md | — | P1 |
| MCP 材质/Shader/动画/VFX | mcp-visual.md | — | P2 |
What ships with it
18 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
- evals/evals.json 12 KB
- references/architecture.md 8.9 KB
- references/build-pipeline.md 9.0 KB
- references/event-antipatterns.md 8.3 KB
- references/event-system.md 9.7 KB
- references/hotfix-workflow.md 7.8 KB
- references/hotpatch-workflow.md 4.6 KB
- references/luban-config.md 5.0 KB
- references/mcp-tools.md 16 KB
- references/mcp-visual.md 14 KB
- references/modules.md 12 KB
- references/naming-rules.md 11 KB
- references/reddot-system.md 2.9 KB
- references/resource-api.md 11 KB
- references/resource-patterns.md 11 KB
- references/troubleshooting.md 12 KB
- references/ui-lifecycle.md 8.2 KB
- references/ui-patterns.md 8.1 KB
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.
- 3d ago First seen · 48 lines · 101 tokens per session scan A 2b7bd96c9616
dgame-dev is a skill published in the GitHub repository AmaniDawn/DGame (149 stars, last pushed 9d ago), licensed MIT. It adds 101 tokens to every session and 1,145 once invoked, about $0.0005 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 2026-08-30.
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…