build-game-camera-controls

build-game-camera-controls is a skill for Codex from devinilabs/pro-skill. It costs 45 tokens per session (229 once invoked), scanned A, a copy of build-game-camera-controls, MIT.

A guide for building and tuning cameras in Three.js games, a JavaScript 3D graphics library. It covers framing, following players, orbit and zoom limits, occlusion, lock-on, shake, touch controls, and camera tests.

In plain words
What is it for?
Use it to implement or adjust isometric, follow, orbit, lock-on, touch, collision-aware, and scripted game cameras, then test them in varied gameplay layouts.
Why use it?
It helps keep the player, threats, objectives, and interaction cues visible while preventing walls or props from hiding important gameplay. It also sets rules for predictable controls and reduced motion.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Install

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.

agentmods
npx agentmods add skills/devinilabs/pro-skill/build-game-camera-controls
Any agent
npx skills add devinilabs/pro-skill --skill build-game-camera-controls
Clone the repo
git clone --depth 1 https://github.com/devinilabs/pro-skill

Made for: Codex.

Wrote 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.

agentmods badge for build-game-camera-controls

README.md
[![agentmods](https://agentmods.dev/badge/skills/devinilabs/pro-skill/build-game-camera-controls.svg)](https://agentmods.dev/skills/devinilabs/pro-skill/build-game-camera-controls)
Your own site
<a href="https://agentmods.dev/skills/devinilabs/pro-skill/build-game-camera-controls"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/build-game-camera-controls.svg" alt="Measured on agentmods" height="20"></a>
Per session 45 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 229 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00045 $0.00229
Opus 5 $0.00023 $0.00114
Sonnet 5 $0.00009 $0.00046
Haiku 4.5 $0.00005 $0.00023

Measured 6d ago against content hash 9a9f5765d410, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

build-game-camera-controls 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 6d 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.

Origin

This is a copy

100% identical to build-game-camera-controls — 0 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.

agent-skills/game-development/build-game-camera-controls/SKILL.md · 21 lines

What it actually says

Build Game Camera Controls

Keep gameplay readable before making the camera cinematic. Define one authoritative target, camera bounds, zoom range, collision/occlusion policy, and reduced-motion behavior.

Implement

  • Smooth position and look-at targets independently; never bind the camera directly to jittery render state.
  • Preserve player, immediate threat, objective, and interaction cues in frame at the intended distance.
  • Clamp orbit, pitch, and zoom; prevent walls or props from hiding the player without making geometry invisible globally.
  • Treat lock-on, scripted moments, and shake as temporary modifiers layered over the base camera.
  • On touch, separate camera gesture zones from movement/action controls and provide reset framing.

Verify

Test corners, tall props, tunnels, multiple enemies, lock-on switching, pause, reduced motion, portrait, and landscape. Confirm no camera behavior breaks targeting, UI, or performance.

Files

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.

Changes

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.

  1. 6d ago First seen · 21 lines · 45 tokens per session scan A 9a9f5765d410

Subscribe to this mod's changes

build-game-camera-controls is a skill published in the GitHub repository devinilabs/pro-skill (23 stars, last pushed 23d ago), licensed MIT. It adds 45 tokens to every session and 229 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to build-game-camera-controls, differing in 0 lines, and is treated as a copy.

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