html5-game-editor: Skill for Cursor

.cursor/skills/modify-scene-schema/SKILL.md

modify-scene-schema is a skill for Cursor from andvolodko/html5-game-editor. It costs 65 tokens per session (1,845 once invoked), scanned A, original, MIT.

A workflow for changing the JSON files that store scenes, prefabs, projects, assets, or tilesets. It covers validation, defaults, loading, compatibility with older files, and tests.

In plain words
What is it for?
Use it when adding, removing, renaming, or tightening saved fields, changing allowed data types, or changing the format version.
Why use it?
It prevents saved games and editor data from becoming unreadable after fields or data structures change.

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/modify-scene-schema/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 modify-scene-schema

README.md
[![agentmods](https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/modify-scene-schema.svg)](https://agentmods.dev/skills/andvolodko/html5-game-editor/modify-scene-schema)
Your own site
<a href="https://agentmods.dev/skills/andvolodko/html5-game-editor/modify-scene-schema"><img src="https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/modify-scene-schema.svg" alt="Measured on agentmods" 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 1,845 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 $0.01845
Opus 5 $0.00032 $0.00923
Sonnet 5 $0.00013 $0.00369
Haiku 4.5 $0.00006 $0.00185

Measured 8d ago against content hash d186a3c7947b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

modify-scene-schema 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 8d 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/modify-scene-schema/SKILL.md · 148 lines

How it starts

The opening of the file, as written. The whole thing — 148 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Modify Scene Schema

Strict workflow for persisted scene/project/asset formats. Prefer additive, backward-compatible changes.

Cross-package planning: .cursor/skills/architecture-change/SKILL.md. This skill is the format pipeline itself.

A new node type almost always touches this pipeline — complete .cursor/skills/add-node-type/SKILL.md as well. A new asset kind: .cursor/skills/add-asset-type/SKILL.md.

When to use this skill

  • Adding, renaming, removing, or tightening fields on scene/prefab/project/asset/tileset JSON.
  • Changing unions (ComponentData, AssetMetadata, renderer).
  • Old games/*/assets/**/*.json or games/*/.project/assets.json would fail parse* after the change.

Do not use this for editor-only UI prefs (EDITOR_LAYOUT_VERSION, scene-view settings) unless they are confused with scene JSON. Those live in apps/editor/src/settings/editor-settings-storage.ts.

Before changing code

  1. Identify which document changes:
Document Version const Parse Typical files
Scene SCENE_SCHEMA_VERSION (packages/scene/src/types.ts) parseSceneData games/*/assets/scenes/*.json
Prefab PREFAB_SCHEMA_VERSION (packages/scene/src/prefab/types.ts) parsePrefabData games/*/assets/prefabs/**/*.prefab.json
Project PROJECT_SCHEMA_VERSION (packages/project/src/types.ts) parseProjectData games/*/project.json
Asset DB ASSET_SCHEMA_VERSION (packages/assets/src/types.ts) parseAssetDatabase games/*/.project/assets.json
TileSet TILESET_SCHEMA_VERSION (packages/assets/src/tileset.ts) parseTileSetData *.tileset.json

All of these are currently version: 1.

  1. There is no scene/project/asset migration runner. Roadmap (docs/roadmap.md, README “Schema migrations”) still lists one. Do not invent a migrateSceneV2 API.

    Compatibility today is:

    • Optional fields on types/Zod.
    • Parse-time defaults: packages/scene/src/scene-parse-defaults.ts (withSceneParseDefaults); parseProjectData fills missing startScene / resolution / background.
    • Zod .default() on additive arrays (e.g. glTF animations).

Read the full file on GitHub · 148 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. 8d ago First seen · 148 lines · 65 tokens per session scan A d186a3c7947b

Subscribe to this mod's changes

modify-scene-schema is a skill published in the GitHub repository andvolodko/html5-game-editor (6 stars, last pushed today), licensed MIT. It adds 65 tokens to every session and 1,845 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.

Related

Other skills, from other repositories

self-evolve

Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.

tettethu/VibeGame · 50 tokens

artist-self-evolve

Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.

tettethu/VibeGame · 62 tokens

vibegame-build

Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.

tettethu/VibeGame · 42 tokens

vibegame-start

Resume a VibeGame orchestrator session after vibegame start. Use at the beginning of a Claude or Codex session to inspect team runtime state, repair missing persistent members, load goal and GDD context, inspect tasks, and ask the user what to do next.

tettethu/VibeGame · 61 tokens

design-npc

Use when the user wants to design an enemy, NPC, boss, companion, civilian, or wave-spawned mob's behavior. Walks perception, personality knobs, intent layer, action state machine, telegraphs, defeat handling, and group emergence — outputs a state-machine GDScript stub plus the recommended node tree. Trigger on…

SummerEngine/summer-engine-agent · 101 tokens

fps-controller

Use when building an FPS, first-person movement, or a 3D character that walks, jumps, and reacts to external forces — production-quality first-person controller with WASD, mouse look, jump, coyote time, jump buffering, air control, and external-velocity handling. Trigger on "FPS", "first-person", "WASD", "character…

SummerEngine/summer-engine-agent · 89 tokens