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 gamedev-skills/awesome-gamedev-agent-skills --skill routergit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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/gamedev-skills/awesome-gamedev-agent-skills/router)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/router"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/router/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/gamedev-skills/awesome-gamedev-agent-skills/router"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/router.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00173 | $0.04196 |
| Opus 5 | $0.00086 | $0.02098 |
| Sonnet 5 | $0.00035 | $0.00839 |
| Haiku 4.5 | $0.00017 | $0.00420 |
Grade A, and why
router 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 2d 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 — 228 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Master Router — Game-Development Skill Dispatcher
The entry point for game-development work. It fingerprints the project to pick one engine, classifies the task from the request, names the minimal set of specialized skills, and tells you to read them before acting. It dispatches and composes — it does not re-teach engine APIs.
When to use
- Use at the start of any game-development request — building or debugging a game, level, player, enemy, shader, UI, save system, multiplayer, input, audio, AI, dialogue, procedural content, or visual asset set — to decide which skill(s) to load.
- Use when the user names an engine or genre, says "make a game", or asks "which skill should I use?".
When not to use: once the right skill is loaded and the task is squarely inside it, work from that skill — don't re-run the router every turn. Re-route only when the task pivots to a new engine or concern (router step 6).
Routing algorithm
- Detect engine and version — project fingerprint → at most one engine skill set (or "unknown"), then read the project's version source. §1.
- Classify task — phrasing → discipline(s) + at most one genre + workflow(s). §2.
- Resolve — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
- Read (disclosure) — open only the chosen
SKILL.mdbodies;references/only on demand. §4. - Compose — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
- Fallback — engine unknown or no skill fits → ask or default to Godot; state any gap. §6.
1. Engine detection (project fingerprint)
Scan for the highest-confidence signal; choose exactly one engine. Stop at the first match.
| # | Engine | Primary signal | Skill set root |
|---|---|---|---|
| 1 | Godot | project.godot |
skills/godot/ |
| 2 | Unreal | *.uproject |
skills/unreal/ |
| 3 | Unity | Assets/ and ProjectSettings/ProjectVersion.txt |
skills/unity/ |
| 4 | Bevy | Cargo.toml with a bevy dependency |
skills/other-engines/bevy-ecs/ |
| 5 | Phaser | package.json dep phaser |
skills/web-engines/phaser-* |
| 6 | PixiJS | package.json dep pixi.js |
skills/web-engines/pixijs-rendering/ |
| 7 | three.js | package.json dep three |
skills/web-engines/threejs-* |
| 8 | LÖVE | conf.lua / main.lua calling love.* |
skills/other-engines/love2d-core/ |
| 9 | pygame | *.py with import pygame |
skills/other-engines/pygame-core/ |
| 10 | Roblox | *.rbxl(x) / *.project.json (Rojo) |
skills/other-engines/roblox-* |
What ships with it
3 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.
- 2d ago Changed · +8 lines 0a2f60cf0df9
- 13d ago First seen · 220 lines · 173 tokens per session scan A 45d88e827fec
router is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 173 tokens to every session and 4,196 once invoked, about $0.0009 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 2026-08-30.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.