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.
curl -O https://raw.githubusercontent.com/andvolodko/html5-game-editor/master/.cursor/skills/add-editor-panel/SKILL.mdgit clone --depth 1 https://github.com/andvolodko/html5-game-editorWrote 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/andvolodko/html5-game-editor/add-editor-panel)<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.
<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>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 | $0.00064 | $0.01330 |
| Opus 5 | $0.00032 | $0.00665 |
| Sonnet 5 | $0.00013 | $0.00266 |
| Haiku 4.5 | $0.00006 | $0.00133 |
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 9d 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 — 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
- Confirm the UI cannot be an Inspector section or Toolbar control.
- Copy the thinnest existing panel (
ConsolePanel.tsxorProjectSettingsPanel.tsx), notInspectorPanel.tsx. - Identify state sources:
useEditor()+useEditorState(selector). Asset-preview selection is UI-local (asset-preview-selection.tsx) — do not confuse it with node selection. - 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 followEditorrevision/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.
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.
- 9d ago First seen · 112 lines · 64 tokens per session scan A 5e24ea4e22c1
add-editor-panel is a skill published in the GitHub repository andvolodko/html5-game-editor (6 stars, last pushed 2d ago), licensed MIT. It adds 64 tokens to every session and 1,330 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 2026-08-31.
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