html5-game-editor: Skill for Cursor

.cursor/skills/add-asset-type/SKILL.md

add-asset-type is a skill for Cursor from andvolodko/html5-game-editor. It costs 65 tokens per session (2,120 once invoked), scanned A, original, MIT.

A workflow for adding a new kind of game asset from import through use in the editor and running game. An asset is a reusable file or document such as a texture, sound, model, or prefab.

In plain words
What is it for?
Use it when adding an asset format, importer, generated file, or editor-created asset document.
Why use it?
It prevents an imported file from appearing to work while being missing from the asset browser, property picker, loader, or game runtime.

Skill for Cursor

Written for Cursor: installed under .cursor/.

This is andvolodko/html5-game-editor's own configuration. It tells Cursor how to work on html5-game-editor itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything html5-game-editor configures →

Reuse

Borrowing it

Nothing to install: this file belongs to andvolodko/html5-game-editor. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/andvolodko/html5-game-editor/master/.cursor/skills/add-asset-type/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/andvolodko/html5-game-editor

Made for: Cursor.

Wrote 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.

agentmods badge for add-asset-type

README.md
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Your own site
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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.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/andvolodko/html5-game-editor/add-asset-type"><img src="https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/add-asset-type.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 65 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,120 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00065 $0.02120
Opus 5.5 $0.00026 $0.00848
Sonnet 5.5 $0.00013 $0.00424
Haiku 4.5 $0.00006 $0.00212

Measured 2mo ago against content hash fdaea6d5aac6, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

add-asset-type 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 2mo 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.

.cursor/skills/add-asset-type/SKILL.md · 130 lines

How it starts

The opening of the file, as written. The whole thing — 130 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Add Asset Type

Canonical workflow for a new catalogue asset kind. Scenes store stable assetIds (asset_…), never filesystem paths.

Scenes are not assets. Scene JSON lives at games/<name>/assets/scenes/<fileId>.json and is loaded via SceneFileService / import.meta.glob. Prefabs and TileSets are catalogue assets.

There is no first-class spritesheet AssetType. Packed sheets today come from Aseprite (.generated/ PNG+JSON) or from ordinary texture files.

When to use this skill

  • Adding a new AssetType / metadata kind.
  • Adding an importer (single file or multi-file bundle).
  • Adding an editor-created catalogue document (pattern: prefab, tileset) rather than a file drop.
  • Import succeeds but Browser / preview / Inspector / runtime cannot load it.

Do not use this for a new scene node that merely references an existing kind (that is .cursor/skills/add-node-type/SKILL.md).

Before changing code

  1. Confirm the kind does not already exist in packages/assets/src/types.ts (AssetType).
  2. Decide the creation path:
Path Examples Mechanism
Per-file import texture, audio, webfont, glb, aseprite AssetImporter
Multi-file bundle spine, bitmap font, multi-file glTF AssetBundleImporter (runs first)
Editor workflow prefab, tileset editor-prefab-workflows.ts / editor-tileset-workflows.ts + project-server file service — no drop importer
  1. Read docs/assets.md. Aseprite-derived files: docs/aseprite.md. HTTP/path rules: .cursor/rules/server-security.mdc and docs/project-server.md.
  2. Copy the closest existing kind end-to-end. Do not add a stub AssetType with no importer/metadata.

Current kinds: texture, spine, audio, gltf, aseprite, font, webfont, prefab, tileset.

Implementation workflow

1. Domain model

  • Extend AssetType and AssetMetadata in packages/assets/src/types.ts. Invariant: record.type === metadata.kind.
  • Extend Zod in packages/assets/src/schema.ts (assetTypeSchema, metadata union, assetRecordSchema).
  • Add createXAssetRecord in packages/assets/src/factories.ts.
  • Extension helpers live beside the others (texture-extensions.ts, audio-extensions.ts, spine-extensions.ts, gltf-extensions.ts, aseprite-extensions.ts, …).
  • Keep ASSET_SCHEMA_VERSION at 1 unless the manifest shape is incompatible — prefer optional fields / Zod .default() (see gltf animations).

Read the full file on GitHub · 130 lines

Changes

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.

  1. 2mo ago First seen · 130 lines · 65 tokens per session scan A fdaea6d5aac6

Subscribe to this mod's changes

add-asset-type is a skill published in the GitHub repository andvolodko/html5-game-editor (14 stars, last pushed 1mo ago), licensed MIT. It adds 65 tokens to every session and 2,120 once invoked, about $0.0003 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.

Related

add-asset-type compared with skills from other repositories

add-asset-type next to 6 skills from other repositories
ModTypeStarsLast pushLicenceScanTokensWorks with
add-asset-typeandvolodko/html5-game-editorSkill141mo agoMITA65Cursor
self-evolvetettethu/VibeGameSkill36724d agoApache-2.0A50Claude Code, Codex
artist-self-evolvetettethu/VibeGameSkill36724d agoApache-2.0A62Claude Code, Codex
vibegame-buildtettethu/VibeGameSkill36724d agoApache-2.0A42Claude Code, Codex
vibegame-starttettethu/VibeGameSkill36724d agoApache-2.0A61Claude Code, Codex
vibegame-edittettethu/VibeGameSkill36724d agoApache-2.0A57Claude Code, Codex
hearth-feelechoo19/hearthSkill441mo agoMITA97Claude Code