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 spawn-systemgit 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/spawn-system)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/spawn-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/spawn-system/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/spawn-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/spawn-system.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 | $0.00019 | $0.03945 |
| Opus 5 | $0.00010 | $0.01972 |
| Sonnet 5 | $0.00004 | $0.00789 |
| Haiku 4.5 | $0.00002 | $0.00394 |
Grade A, and why
spawn-system 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 — 672 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Spawn System
When to Use
Use this skill when:
- Spawning enemies or pickups
- Implementing wave-based gameplay
- Creating spawn points
- Managing entity pools
- Building procedural spawners
- Creating respawn systems
Core Principles
- Pooling: Reuse entities instead of creating/destroying
- Configurable: Data-driven spawn configuration
- Wave Management: Support wave-based spawning
- Spawn Points: Multiple spawn locations
- Cooldowns: Limit spawn rates
- Budget: Limit active entities
Spawn System Implementation
1. Spawn Components
// components/Spawner.ts
export interface SpawnConfig {
prefabName: string;
count?: number;
interval?: number;
maxActive?: number;
spawnOnStart?: boolean;
}
export class Spawner {
configs: SpawnConfig[] = [];
timeSinceLastSpawn = 0;
currentConfigIndex = 0;
activeEntities: Entity[] = [];
enabled = true;
constructor(configs: SpawnConfig[]) {
this.configs = configs;
}
addConfig(config: SpawnConfig): void {
this.configs.push(config);
}
getCurrentConfig(): SpawnConfig | null {
return this.configs[this.currentConfigIndex] ?? null;
}
nextConfig(): void {
this.currentConfigIndex = (this.currentConfigIndex + 1) % this.configs.length;
this.timeSinceLastSpawn = 0;
}
reset(): void {
this.currentConfigIndex = 0;
this.timeSinceLastSpawn = 0;
this.activeEntities = [];
}
}
// components/SpawnPoint.ts
export class SpawnPoint {
radius: number = 0; // 0 = exact position, >0 = random within radius
active: boolean = true;
constructor(radius: number = 0) {
this.radius = radius;
}
getRandomOffset(): Vector3 {
if (this.radius === 0) {
return new Vector3();
}
const angle = Math.random() * Math.PI * 2;
const distance = Math.random() * this.radius;
return new Vector3(
Math.cos(angle) * distance,
0,
Math.sin(angle) * distance
);
}
}
2. Spawn System
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 · 672 lines · 19 tokens per session scan A 0d23c3c3f61e
spawn-system is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 19 tokens to every session and 3,945 once invoked, about $0.0001 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 2026-09-03.
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.