Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add bullish0x/GameStudio --skill phaser-camerasgit clone --depth 1 https://github.com/bullish0x/GameStudioWrote 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/bullish0x/gamestudio/phaser-cameras)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-cameras"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-cameras/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/bullish0x/gamestudio/phaser-cameras"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-cameras.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 | $0.00066 | $0.04194 |
| Opus 5 | $0.00033 | $0.02097 |
| Sonnet 5 | $0.00013 | $0.00839 |
| Haiku 4.5 | $0.00007 | $0.00419 |
Grade A, and why
phaser-cameras 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.
This is a copy
95% identical to cameras — 6 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 498 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cameras
Camera system in Phaser 4 -- CameraManager, main camera, viewport vs scroll, zoom, bounds, following sprites, camera effects (fade, flash, shake, pan, zoomTo, rotateTo), ignore lists, filters, and keyboard controls.
Key source paths: src/cameras/2d/CameraManager.js, src/cameras/2d/BaseCamera.js, src/cameras/2d/Camera.js, src/cameras/2d/effects/, src/cameras/controls/
Related skills: ../phaser-game-setup-and-config/SKILL.md, ../phaser-sprites-and-images/SKILL.md, ../phaser-filters-and-postfx/SKILL.md
Quick Start
// In a Scene's create() method:
// Access the default camera (created automatically)
const cam = this.cameras.main;
// Scroll the camera to look at a different part of the world
cam.setScroll(200, 100);
// Center camera on a world coordinate
cam.centerOn(400, 300);
// Zoom in (2x) -- values < 1 zoom out, > 1 zoom in
cam.setZoom(2);
// Follow a sprite with smooth lerp
cam.startFollow(player, false, 0.1, 0.1);
// Constrain the camera to the world bounds
cam.setBounds(0, 0, 2048, 2048);
// Fade in from black over 1 second
cam.fadeIn(1000);
// Add a filter to the camera (v4 feature)
cam.filters.external.addBlur(1, 2);
Core Concepts
CameraManager
Every Scene has a CameraManager accessible via this.cameras. It manages all cameras for that Scene and is registered as a plugin under the key 'CameraManager'.
// The manager is at this.cameras (not this.camera)
this.cameras // CameraManager instance
this.cameras.cameras // Array of Camera objects (render order)
this.cameras.main // Reference to the "main" camera (first one by default)
this.cameras.default // Un-transformed utility camera (not in the cameras array)
Key methods on CameraManager:
| Method | Signature | Description |
|---|---|---|
add |
(x?, y?, width?, height?, makeMain?, name?) |
Create a new Camera. Defaults to full game size at 0,0. Returns Camera. |
addExisting |
(camera, makeMain?) |
Add a pre-built Camera instance. Returns the Camera or null if it already exists. |
remove |
(camera, runDestroy?) |
Remove and optionally destroy a Camera or array of Cameras. If main is removed, resets to cameras[0]. |
getCamera |
(name) |
Find a Camera by its name string. Returns Camera or null. |
getTotal |
(isVisible?) |
Count cameras. Pass true to count only visible ones. |
fromJSON |
(config) |
Create cameras from a config object or array. Used for scene-level camera config. |
resetAll |
() |
Destroy all cameras and create one fresh default camera. |
resize |
(width, height) |
Resize all cameras to given dimensions. |
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 498 lines · 66 tokens per session scan A 54fc91a95efd
phaser-cameras is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 66 tokens to every session and 4,194 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 95% identical to cameras, differing in 6 lines, and is treated as a copy.
Other skills, from other repositories
game-development
Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.
ar-vr-xr
AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.
sdf
SDFormat/SDF model and world authoring, validation, and simulator handoff. Use for .sdf files, SDFormat XML, models, worlds, links, joints, poses, frames, inertials, visual/collision geometry, mesh URIs, sensors, lights, physics, plugins, includes, Gazebo, static SDF review, or simulator-specific metadata. Do not use…
unity-agent-workflows
Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first…
using-bgs-archive
Use when the user wants to inspect, list, extract, unpack, or repack Bethesda BA2/BSA archives; determine archive format/version/compression; or build archive assets for an MO2 overlay. Triggers - "unpack BA2", "extract BSA", "pack archive", "inspect archive", "bgs-archive".
ai-ml-development
AI and machine learning development with PyTorch, TensorFlow, and LLM integration. Use when building ML models, training pipelines, fine-tuning LLMs, or implementing AI features.