Third-Person-MC: Skill for Claude Code

.agent/skills/vtj-scene-management/SKILL.md

vtj-scene-management is a skill for Claude Code, Codex from hexianWeb/Third-Person-MC. It costs 30 tokens per session (889 once invoked), scanned A, original, MIT.

A guide for managing the lifetime of components in a Vite and Three.js 3D scene. It covers waiting for resources, creating components in dependency order, updating them in order, and cleaning them up in reverse order.

In plain words
What is it for?
Use it when creating a main scene manager, adding 3D components, coordinating initialization and updates, or implementing disposal logic.
Why use it?
It reduces bugs caused by components starting before their dependencies, updating in the wrong sequence, or leaving resources undisposed.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

This is hexianWeb/Third-Person-MC's own configuration. It tells Claude Code and Codex how to work on Third-Person-MC itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything Third-Person-MC configures →

Reuse

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.

Copy the file
curl -O https://raw.githubusercontent.com/hexianWeb/Third-Person-MC/main/.agent/skills/vtj-scene-management/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/hexianWeb/Third-Person-MC

Made for: Claude Code, 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 vtj-scene-management

README.md
[![agentmods](https://agentmods.dev/badge/skills/hexianweb/third-person-mc/vtj-scene-management/github.svg)](https://agentmods.dev/skills/hexianweb/third-person-mc/vtj-scene-management)
Your own site
<a href="https://agentmods.dev/skills/hexianweb/third-person-mc/vtj-scene-management"><img src="https://agentmods.dev/badge/skills/hexianweb/third-person-mc/vtj-scene-management/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.

agentmods 80×15 button for vtj-scene-management

Your own site · 80×15
<a href="https://agentmods.dev/skills/hexianweb/third-person-mc/vtj-scene-management"><img src="https://agentmods.dev/badge/skills/hexianweb/third-person-mc/vtj-scene-management.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 30 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 889 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found 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 $0.00030 $0.00889
Opus 5 $0.00015 $0.00445
Sonnet 5 $0.00006 $0.00178
Haiku 4.5 $0.00003 $0.00089

Measured 10d ago against content hash ccf90f71ca3d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

vtj-scene-management 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 10d 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.

.agent/skills/vtj-scene-management/SKILL.md · 151 lines

How it starts

The opening of the file, as written. The whole thing — 151 lines — stays where its author put it; the contents beside it link to each section on GitHub.

vite-threejs Scene Management

Overview

World 类作为场景 orchestrator,管理所有 3D 组件的生命周期。核心原则:等待资源、顺序注册、顺序更新、逆序清理

When to Use

  • 创建新的 World 或主场景管理器
  • 添加新的 3D 组件到场景
  • 管理组件初始化顺序
  • 确保资源正确清理

Core Patterns

1. 等待资源 (Wait for Resources)

所有依赖资源的组件在 core:ready 后初始化:

constructor() {
  this.experience = new Experience()

  emitter.on('core:ready', () => {
    // 资源已加载完成,开始初始化
    this.initComponents()
  })
}

2. 顺序注册 (Registration Order)

示例: 按依赖关系顺序创建组件:

initComponents() {
  // 1. 先初始化地形(玩家需要地形数据)
  this.chunkManager = new ChunkManager()

  // 2. 再初始化玩家(需要地形做碰撞检测)
  this.player = new Player()

  // 3. 相机跟随玩家
  this.cameraRig = new CameraRig()
  this.cameraRig.attachPlayer(this.player)

  // 4. 环境效果
  this.environment = new Environment()

  // 5. 交互系统(依赖地形和玩家)
  this.blockRaycaster = new BlockRaycaster({
    chunkManager: this.chunkManager
  })
}

3. 顺序更新 (Update Order)

update() 中按依赖顺序调用:

update() {
  // 1. 先更新地形流式加载
  this.chunkManager?.updateStreaming()
  this.chunkManager?.update()

  // 2. 玩家依赖地形数据
  this.player?.update()

  // 3. 环境效果
  this.environment?.update()

  // 4. 交互系统
  this.blockRaycaster?.update()
}

4. 逆序清理 (Reverse Disposal)

destroy() 中按相反顺序清理:

destroy() {
  // 与注册顺序相反:后创建的先销毁
  this.blockRaycaster?.destroy()      // 5
  this.environment?.destroy()         // 4
  this.cameraRig?.destroy()           // 3
  this.player?.destroy()              // 2
  this.chunkManager?.destroy()        // 1
}

Quick Reference

阶段 原则 代码位置
初始化 等待 core:ready emitter.on('core:ready', ...)
注册 依赖先行 constructor 或 init 方法
更新 数据流顺序 update() 方法
清理 逆序销毁 destroy() 方法

Common Mistakes

❌ 在 core:ready 之前访问资源

// BAD
constructor() {
  this.model = this.resources.items['playerModel']  // undefined!
}

// GOOD
emitter.on('core:ready', () => {
  this.model = this.resources.items['playerModel']
})

Read the full file on GitHub · 151 lines

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. 10d ago First seen · 151 lines · 30 tokens per session scan A ccf90f71ca3d

Subscribe to this mod's changes

vtj-scene-management is a skill published in the GitHub repository hexianWeb/Third-Person-MC (191 stars, last pushed 1mo ago), licensed MIT. It adds 30 tokens to every session and 889 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 2026-08-30.

Related

Other skills, from other repositories

html-to-ugui

A pipeline for turning HTML interface prototypes into Unity UGUI Prefabs, which are reusable Unity interface objects. It uses browser-rendered layout data to preserve positions, images, text, controls, and device-adaptation intentions.

Alex-Rachel/TEngine · 150 tokens

onejs-setup-and-overview

Use this skill whenever the user wants to build or set up user interface in a Unity project using OneJS, React, TypeScript, or JSX, e.g. 'add a main menu to my game', 'build a settings screen', 'make a HUD', 'set up OneJS', 'my OneJS panel is blank', 'the UI is not hot reloading'. Covers confirming OneJS is installed…

Singtaa/OneJS · 199 tokens

et-eui

ET EUI client UI workflow for this project's cn.etetet.eui framework. Use when creating or modifying DlgXxx windows, ESxxx reusable sub-UI, ItemXxx loop items, AUIEvent handlers, WindowID registration, widget binding (E via UIFindHelper), ShowWindow/Hide/Close flow, EUI root layers, or LoopScrollRect lists.…

FlameskyDexive/Legends-Of-Heroes · 98 tokens

javascript-expert

Expert-level JavaScript development with modern ES2024+ features, Node.js, npm ecosystem, and best practices. Use when the user mentions ECMAScript, ES2024, Node.js, npm, or web, or when the task involves Modern JavaScript, Node.js Development, Modern Tooling, or Functional Programming.

personamanagmentlayer/pcl · 69 tokens

super-claudio-brothers

Generate a unique themed Super Claudio Brothers platformer. Creates a custom level, colour palette, enemy look, and Claudio costume. Every run produces a different game.

alexconner-79/super-claudio-brothers · 40 tokens

angular-developer

Generates Angular code and provides architectural guidance. Trigger when creating projects, components, services, or HTTP communication, or for best practices on reactivity (signals, linkedSignal, resource, httpResource), forms, dependency injection, routing, SSR, accessibility (ARIA), animations, styling (component…

angular/angular · 77 tokens