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 ComeOnOliver/skillshub --skill axiom-spritekit-refgit clone --depth 1 https://github.com/ComeOnOliver/skillshubWrote 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/comeonoliver/skillshub/axiom-spritekit-ref)<a href="https://agentmods.dev/skills/comeonoliver/skillshub/axiom-spritekit-ref"><img src="https://agentmods.dev/badge/skills/comeonoliver/skillshub/axiom-spritekit-ref/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/comeonoliver/skillshub/axiom-spritekit-ref"><img src="https://agentmods.dev/badge/skills/comeonoliver/skillshub/axiom-spritekit-ref.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 | $0.00036 | $0.05812 |
| Opus 5 | $0.00018 | $0.02906 |
| Sonnet 5 | $0.00007 | $0.01162 |
| Haiku 4.5 | $0.00004 | $0.00581 |
Grade A, and why
axiom-spritekit-ref 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 9d 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 — 713 lines — stays where its author put it; the contents beside it link to each section on GitHub.
SpriteKit API Reference
Complete API reference for SpriteKit organized by category.
When to Use This Reference
Use this reference when:
- Looking up specific SpriteKit API signatures or properties
- Checking which node types are available and their performance characteristics
- Finding the right physics body creation method
- Browsing the complete action catalog
- Configuring SKView, scale modes, or transitions
- Setting up particle emitter properties
- Working with SKRenderer or SKShader
Part 1: Node Hierarchy
All Node Types
| Node | Purpose | Batches? | Performance Notes |
|---|---|---|---|
SKNode |
Container, grouping | N/A | Zero rendering cost |
SKSpriteNode |
Textured sprites | Yes (same atlas) | Primary gameplay node |
SKShapeNode |
Vector paths | No | 1 draw call each — avoid in gameplay |
SKLabelNode |
Text rendering | No | 1 draw call each |
SKEmitterNode |
Particle systems | N/A | GPU-bound, limit birth rate |
SKCameraNode |
Viewport control | N/A | Attach HUD as children |
SKEffectNode |
Core Image filters | No | Expensive — cache with shouldRasterize |
SKCropNode |
Masking | No | Mask + content = 2+ draw calls |
SKTileMapNode |
Tile-based maps | Yes (same tileset) | Efficient for large maps |
SKVideoNode |
Video playback | No | Uses AVPlayer |
SK3DNode |
SceneKit content | No | Renders SceneKit scene |
SKReferenceNode |
Reusable .sks files | N/A | Loads archive at runtime |
SKLightNode |
Per-pixel lighting | N/A | Limits: 8 lights per scene |
SKFieldNode |
Physics fields | N/A | Gravity, electric, magnetic, etc. |
SKAudioNode |
Positional audio | N/A | Uses AVAudioEngine |
SKTransformNode |
3D rotation wrapper | N/A | xRotation, yRotation for perspective |
SKSpriteNode Properties
// Creation
SKSpriteNode(imageNamed: "player") // From asset catalog
SKSpriteNode(texture: texture) // From SKTexture
SKSpriteNode(texture: texture, size: size) // Custom size
SKSpriteNode(color: .red, size: CGSize(width: 50, height: 50)) // Solid color
// Key properties
sprite.anchorPoint = CGPoint(x: 0.5, y: 0) // Bottom-center
sprite.colorBlendFactor = 0.5 // Tint strength (0-1)
sprite.color = .red // Tint color
sprite.normalTexture = normalMap // For lighting
sprite.lightingBitMask = 0x1 // Which lights affect this
sprite.shadowCastBitMask = 0x1 // Which lights cast shadows
sprite.shader = customShader // Per-pixel effects
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.
- 9d ago First seen · 713 lines · 36 tokens per session scan A 131cac095451
axiom-spritekit-ref is a skill published in the GitHub repository ComeOnOliver/skillshub (63 stars, last pushed 2mo ago), licensed MIT. It adds 36 tokens to every session and 5,812 once invoked, about $0.0002 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.
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