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/modify-scene-schema/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/modify-scene-schema)<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>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 | $0.00065 | $0.01845 |
| Opus 5 | $0.00032 | $0.00923 |
| Sonnet 5 | $0.00013 | $0.00369 |
| Haiku 4.5 | $0.00006 | $0.00185 |
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.
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/**/*.jsonorgames/*/.project/assets.jsonwould failparse*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
- 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.
-
There is no scene/project/asset migration runner. Roadmap (
docs/roadmap.md, README “Schema migrations”) still lists one. Do not invent amigrateSceneV2API.Compatibility today is:
- Optional fields on types/Zod.
- Parse-time defaults:
packages/scene/src/scene-parse-defaults.ts(withSceneParseDefaults);parseProjectDatafills missingstartScene/resolution/background. - Zod
.default()on additive arrays (e.g. glTFanimations).
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.
- 8d ago First seen · 148 lines · 65 tokens per session scan A d186a3c7947b
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.
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