html5-game-editor: Skill for Cursor

.cursor/skills/add-editor-panel/SKILL.md

add-editor-panel is a skill for Cursor from andvolodko/html5-game-editor. It costs 64 tokens per session (1,330 once invoked), scanned A, original, MIT.

A workflow for adding a new dockable panel to a game editor. A dockable panel is a window that users can move and arrange within the editor.

In plain words
What is it for?
Use it for panels such as animation, profiling, tilemap tools, physics debugging, audio mixing, or an additional browser.
Why use it?
It keeps panel layout settings separate from game data and ensures the panel connects to editor state and cleans up correctly.

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-editor-panel/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-editor-panel

README.md
[![agentmods](https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/add-editor-panel/github.svg)](https://agentmods.dev/skills/andvolodko/html5-game-editor/add-editor-panel)
Your own site
<a href="https://agentmods.dev/skills/andvolodko/html5-game-editor/add-editor-panel"><img src="https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/add-editor-panel/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.

agentmods 80×15 button for add-editor-panel

Your own site · 80×15
<a href="https://agentmods.dev/skills/andvolodko/html5-game-editor/add-editor-panel"><img src="https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/add-editor-panel.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,330 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 $0.00064 $0.01330
Opus 5.5 $0.00026 $0.00532
Sonnet 5.5 $0.00013 $0.00266
Haiku 4.5 $0.00006 $0.00133

Measured 2mo ago against content hash 5e24ea4e22c1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

add-editor-panel 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-editor-panel/SKILL.md · 112 lines

How it starts

The opening of the file, as written. The whole thing — 112 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Add Editor Panel

Workflow for a new dockable panel in apps/editor. Docking is layout-only — it must not become domain state.

Follow .cursor/rules/editor-ui.mdc. Canonical scene/editor state lives on Editor (packages/editor-core). React is a view.

When to use this skill

  • Adding a first-class dock region (Animation, Profiler, mixer, debugger, extra browser, …).
  • Splitting an overcrowded panel into its own dockview component.

Do not use this for:

  • A new Inspector section (Hit Zone, Mask, Model3D, Scripts) — those stay in InspectorPanel.tsx.
  • A new scene node type (.cursor/skills/add-node-type/SKILL.md).
  • Domain/undo logic — put that in editor-core commands (.cursor/skills/add-editor-command/SKILL.md).

Prefab overrides already live in PrefabInspectorSection.tsx inside Inspector. A dedicated Prefab Overrides panel would still read Editor / prefabs and dispatch commands — do not duplicate override application in React.

Before changing code

  1. Confirm the UI cannot be an Inspector section or Toolbar control.
  2. Copy the thinnest existing panel (ConsolePanel.tsx or ProjectSettingsPanel.tsx), not InspectorPanel.tsx.
  3. Identify state sources: useEditor() + useEditorState(selector). Asset-preview selection is UI-local (asset-preview-selection.tsx) — do not confuse it with node selection.
  4. Read docs/editor.md. There is no Zustand store in this repo.

Implementation workflow

1. Stable panel id

Add the id to EDITOR_PANEL_IDS in apps/editor/src/settings/editor-settings-storage.ts.

The id is both Dockview id and component key.

2. Panel component

Create apps/editor/src/panels/<Name>Panel.tsx.

  • Read via useEditorState((ed) => …) so re-renders follow Editor revision/selection, not a copied scene graph in React state.
  • Mutate via editor.execute / façade methods / workflows (importDroppedFiles, dropAssetOntoScene).
  • Do not store scene trees, transforms, or the asset catalogue as React source of truth.
  • Dispose every editor.subscribe / assets.subscribe / renderer attach / timer in the same effect cleanup.
  • Do not push per-frame drag positions through React state.

Read the full file on GitHub · 112 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 · 112 lines · 64 tokens per session scan A 5e24ea4e22c1

Subscribe to this mod's changes

add-editor-panel is a skill published in the GitHub repository andvolodko/html5-game-editor (14 stars, last pushed 1mo ago), licensed MIT. It adds 64 tokens to every session and 1,330 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-editor-panel compared with skills from other repositories

add-editor-panel next to 6 skills from other repositories
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