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 threejs-scene-setupgit 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/threejs-scene-setup)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/threejs-scene-setup"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/threejs-scene-setup/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/threejs-scene-setup"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/threejs-scene-setup.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk warn
- 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 | $0.00106 | $0.01676 |
| Opus 5 | $0.00053 | $0.00838 |
| Sonnet 5 | $0.00021 | $0.00335 |
| Haiku 4.5 | $0.00011 | $0.00168 |
Grade A, and why
threejs-scene-setup 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 — 169 lines — stays where its author put it; the contents beside it link to each section on GitHub.
three.js Scene Setup
Create the foundation of a three.js app: module loading, the
scene/camera/renderer trio, the render loop, responsive resizing, and camera
controls. Patterns target r184. Read the installed three version before
changing an existing project because examples and addons move across releases.
When to use
- Use when bootstrapping a three.js scene, fixing a blank/black canvas, making the
canvas responsive, setting up the animation loop, or adding
OrbitControls. - Use when
package.jsondepends onthreeand code doesimport * as THREE from 'three'.
When not to use: loading .gltf/.glb models or skinned animation →
threejs-gltf-loading. Materials, lights, shadows, environment maps →
threejs-materials-lighting. 2D rendering → pixijs-rendering.
Core workflow
- Load three.js as an ES module with an import map. Since r147 the bare
specifier
'three'and'three/addons/'must be mapped (in HTML or by a bundler). Addons (controls, loaders) live underthree/addons/.... - Create the trio. A
Scene(root of the graph), aPerspectiveCamera(fov, aspect, near, far)moved back from the origin, and aWebGLRendererwhosedomElementis in the DOM. Set size andpixelRatio. - Add a mesh.
new Mesh(geometry, material)andscene.add(mesh). With a lit material you also need a light (seethreejs-materials-lighting). - Drive a render loop with
renderer.setAnimationLoop(fn). It's the modern, WebXR-/WebGPU-safe replacement for hand-rolledrequestAnimationFrame. Use aClockfor delta time. - Handle resize so the camera aspect and renderer match the canvas; update
camera.aspect, callupdateProjectionMatrix(), andrenderer.setSize(...). - Add
OrbitControlsfor orbit/pan/zoom while developing. Confirm something actually renders (a lit cube, the controls responding) before assuming success.
Patterns
1. HTML import map + module entry (no bundler)
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.
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 · 169 lines · 106 tokens per session scan A 1c931f9bffc7
threejs-scene-setup 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 106 tokens to every session and 1,676 once invoked, about $0.0005 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
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.