Borrowing it
Nothing to install: this file belongs to hexianWeb/Third-Person-MC. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/hexianWeb/Third-Person-MC/main/.agent/skills/vtj-camera-system/SKILL.mdgit clone --depth 1 https://github.com/hexianWeb/Third-Person-MCWrote 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/hexianweb/third-person-mc/vtj-camera-system)<a href="https://agentmods.dev/skills/hexianweb/third-person-mc/vtj-camera-system"><img src="https://agentmods.dev/badge/skills/hexianweb/third-person-mc/vtj-camera-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/hexianweb/third-person-mc/vtj-camera-system"><img src="https://agentmods.dev/badge/skills/hexianweb/third-person-mc/vtj-camera-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- 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 | $0.00033 | $0.02402 |
| Opus 5.5 | $0.00013 | $0.00961 |
| Sonnet 5.5 | $0.00007 | $0.00480 |
| Haiku 4.5 | $0.00003 | $0.00240 |
Grade A, and why
vtj-camera-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 2mo 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 — 314 lines — stays where its author put it; the contents beside it link to each section on GitHub.
vite-threejs Camera System
Overview
本项目采用 第三人称相机系统,核心组件:
- Camera:主相机类,管理模式切换
- CameraRig:第三人称跟随逻辑,处理平滑跟随、避障、bobbing 效果
核心原则:相机通过锚点跟随玩家,使用 lerp 平滑过渡,通过方块检测避免穿模。
When to Use
- 修改相机跟随行为
- 调整相机偏移和平滑度
- 实现新的相机模式
- 处理相机与地形的碰撞
相机架构
┌─────────────────────────────────────────────────────────────┐
│ Camera │
│ - mode: 'third-person' | 'bird-perspective' │
│ - perspectiveCamera: THREE.PerspectiveCamera │
│ - orbitControls: OrbitControls (鸟瞰模式用) │
│ - rig: CameraRig (第三人称用) │
└─────────────────────────────────────────────────────────────┘
│
▼
┌─────────────────────────────────────────────────────────────┐
│ CameraRig │
│ - group: THREE.Group (跟随玩家位置) │
│ - cameraAnchor: THREE.Object3D (相机位置锚点) │
│ - targetAnchor: THREE.Object3D (看向目标锚点) │
│ - _smoothedPosition: 平滑后的位置 │
│ - _smoothedLookAtTarget: 平滑后的看向点 │
└─────────────────────────────────────────────────────────────┘
CameraRig 工作原理
锚点系统
// 锚点附着在 group 上,group 跟随玩家
this.group = new THREE.Group()
this.cameraAnchor = new THREE.Object3D() // 相机实际位置
this.targetAnchor = new THREE.Object3D() // 相机看向的点
// 锚点相对于玩家的偏移
this.cameraAnchor.position.copy(this.config.follow.offset) // (2, 1.5, 3)
this.targetAnchor.position.copy(this.config.follow.targetOffset) // (0, 1.5, -5.5)
this.group.add(this.cameraAnchor)
this.group.add(this.targetAnchor)
平滑跟随
update() {
const playerPos = this.target.position
const facingAngle = this.target.facingAngle
// 平滑位置插值
this._smoothedPosition.lerp(playerPos, this.config.follow.smoothSpeed)
this.group.position.copy(this._smoothedPosition)
// 同步角色朝向
this.group.rotation.y = facingAngle
// 获取世界坐标
const cameraPos = this.cameraAnchor.getWorldPosition(new THREE.Vector3())
const targetPos = this.targetAnchor.getWorldPosition(new THREE.Vector3())
// 平滑看向点
this._smoothedLookAtTarget.lerp(targetPos, this.config.follow.lookAtSmoothSpeed)
return { cameraPos, targetPos: this._smoothedLookAtTarget, fov: this._currentFov }
}
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.
- 2mo ago First seen · 314 lines · 33 tokens per session scan A da52fc968ca5
vtj-camera-system is a skill published in the GitHub repository hexianWeb/Third-Person-MC (197 stars, last pushed 3mo ago), licensed MIT. It adds 33 tokens to every session and 2,402 once invoked, about $0.0001 per session on Opus 5.5. 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.
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