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-scene-textgit 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-scene-text)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/pixi-scene-text"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-scene-text/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-scene-text"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-scene-text.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 | $0.00126 | $0.01950 |
| Opus 5 | $0.00063 | $0.00975 |
| Sonnet 5 | $0.00025 | $0.00390 |
| Haiku 4.5 | $0.00013 | $0.00195 |
Grade A, and why
pixi-scene-text 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
100% identical to pixijs-scene-text — 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 — 137 lines — stays where its author put it; the contents beside it link to each section on GitHub.
PixiJS has five text-rendering classes that cover different trade-offs between styling, performance, and animation. Text renders to a canvas for full CSS-style fidelity. BitmapText reads from a pre-generated atlas for cheap updates. HTMLText renders an HTML fragment via SVG <foreignObject> for rich markup. SplitText and SplitBitmapText wrap the first two classes and expose per-character, per-word, and per-line containers for animation.
Assumes familiarity with pixijs-scene-core-concepts. All text classes are leaf nodes; they cannot have children. Wrap multiple text instances in a Container to group them.
Quick Start
const text = new Text({
text: "Hello PixiJS",
style: {
fontFamily: "Arial",
fontSize: 36,
fill: 0xffffff,
stroke: { color: 0x4a1850, width: 5 },
dropShadow: { color: 0x000000, blur: 4, distance: 6 },
},
});
text.anchor.set(0.5);
text.x = app.screen.width / 2;
text.y = 40;
app.stage.addChild(text);
All text classes use options-object constructors; positional (string, style) from v7 is not supported.
Related skills: pixijs-scene-core-concepts (leaves, transforms), pixijs-assets (font loading), pixijs-performance (BitmapText tradeoffs), pixijs-color (FillInput for fill/stroke), pixijs-scene-graphics (gradients and patterns reused via FillInput).
Variants
| Variant | Use when | Trade-offs | Reference |
|---|---|---|---|
Text |
High-quality static or infrequent-update labels | Expensive to update (canvas re-draw + GPU upload) | references/text.md |
BitmapText |
Scores, timers, gameplay labels, anything that changes every frame | Limited styling; fixed glyph atlas; requires MSDF for crisp scaling | references/bitmap-text.md |
HTMLText |
Rich formatted text, mixed styles, real HTML tags | Async rendering (one frame delay); similar update cost to Text |
references/html-text.md |
SplitText |
Per-character animation with rich styling | Each char is a full Text; expensive for long strings |
references/split-text.md |
SplitBitmapText |
Per-character animation on long strings or dynamic content | Inherits BitmapText limitations (glyph atlas, no MSDF-free crispness) | references/split-bitmap-text.md |
What ships with it
5 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.
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 · 137 lines · 126 tokens per session scan A f12efdb6aea8
pixi-scene-text is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 126 tokens to every session and 1,950 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to pixijs-scene-text, differing in 2 lines, and is treated as a copy.
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