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 pixi-assetsgit 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/pixi-assets)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/pixi-assets"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-assets/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/pixi-assets"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-assets.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 | $0.00145 | $0.03861 |
| Opus 5 | $0.00072 | $0.01930 |
| Sonnet 5 | $0.00029 | $0.00772 |
| Haiku 4.5 | $0.00015 | $0.00386 |
Grade A, and why
pixi-assets 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
98% identical to pixijs-assets — 2 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 — 304 lines — stays where its author put it; the contents beside it link to each section on GitHub.
The Assets API is PixiJS's asset loader, resolver, and cache in one singleton. Use it to load textures, video, spritesheets, fonts, JSON, and other resources with format detection, resolution switching, bundle grouping, progress tracking, and GPU cleanup.
Quick Start
await Assets.init({ basePath: "/static/" });
const texture = await Assets.load("bunny.png");
const sprite = new Sprite(texture);
app.stage.addChild(sprite);
const [hero, enemy] = await Assets.load(["hero.png", "enemy.png"]);
await Assets.load({
alias: "logo",
src: "logo.webp",
});
const logo = new Sprite(Assets.get("logo"));
Assets.init() is optional but recommended for setting basePath, texturePreference, or a manifest. After init, call Assets.load() with a URL, alias, array, or UnresolvedAsset; resolved assets are cached and re-resolved by Assets.get().
Supported file types
| Type | Extensions | Parser ID | Loader |
|---|---|---|---|
| Textures | .png, .jpg, .jpeg, .webp, .avif |
texture |
loadTextures |
| SVG | .svg |
svg |
loadSvg (see references/svg.md) |
| Video textures | .mp4, .m4v, .webm, .ogg, .ogv, .h264, .avi, .mov |
video |
loadVideoTextures (see references/video.md) |
| Sprite sheets | .json (Spritesheet format) |
spritesheet |
spritesheetAsset (see references/spritesheet.md) |
| Bitmap fonts | .fnt, .xml |
bitmap-font |
loadBitmapFont (loading works by default; rendering BitmapText requires 'pixi.js/text-bitmap'; see references/fonts.md) |
| Web fonts | .ttf, .otf, .woff, .woff2 |
web-font |
loadWebFont (see references/fonts.md) |
| JSON | .json |
json |
loadJson |
| Text | .txt |
text |
loadTxt |
| Compressed textures | .basis, .dds, .ktx, .ktx2 |
basis, dds, ktx, ktx2 |
See references/compressed-textures.md |
| Animated GIFs | .gif |
gif |
Requires 'pixi.js/gif'; returns GifSource (see references/gif.md) |
What ships with it
12 files 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.
- references/background.md 4.0 KB
- references/bundles.md 3.8 KB
- references/caching.md 4.1 KB
- references/compressed-textures.md 4.2 KB
- references/fonts.md 7.4 KB
- references/gif.md 4.8 KB
- references/manifests.md 4.5 KB
- references/progress.md 4.0 KB
- references/resolution.md 4.4 KB
- references/spritesheet.md 4.0 KB
- references/svg.md 4.5 KB
- references/video.md 5.6 KB
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 · 304 lines · 145 tokens per session scan A c0ea34051961
pixi-assets is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 145 tokens to every session and 3,861 once invoked, about $0.0007 per session on Opus 5. A static security scan graded it A with 0 findings. It is 98% identical to pixijs-assets, differing in 2 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".
building-agents
Use when building or restructuring an LLM agent — provider adapter, tool calling, structured output, RAG, agent loop, eval gate, cost routing, tracing, MCP server — model-agnostic across OpenAI/Anthropic/Gemini/OSS so a model swap is a config change. NOT vector-store SQL alone (that is postgresdb) or service…