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 Impertio-Studio/Three.js-Claude-Skill-Package --skill threejs-core-raycastergit clone --depth 1 https://github.com/Impertio-Studio/Three.js-Claude-Skill-PackageWrote 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/impertio-studio/three.js-claude-skill-package/threejs-core-raycaster)<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-core-raycaster"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-core-raycaster/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/impertio-studio/three.js-claude-skill-package/threejs-core-raycaster"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-core-raycaster.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00113 | $0.02329 |
| Opus 5.5 | $0.00045 | $0.00932 |
| Sonnet 5.5 | $0.00023 | $0.00466 |
| Haiku 4.5 | $0.00011 | $0.00233 |
Grade A, and why
threejs-core-raycaster 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 1mo 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 — 260 lines — stays where its author put it; the contents beside it link to each section on GitHub.
threejs-core-raycaster
Quick Reference
Raycaster Constructor
import * as THREE from 'three';
const raycaster = new THREE.Raycaster(
origin, // Vector3 — default: (0, 0, 0)
direction, // Vector3 — MUST be normalized, default: (0, 0, -1)
near, // number — minimum distance, default: 0
far // number — maximum distance, default: Infinity
);
Properties
| Property | Type | Default | Description |
|---|---|---|---|
ray |
Ray |
-- | Underlying Ray object (origin + direction) |
near |
number |
0 |
Minimum intersection distance |
far |
number |
Infinity |
Maximum intersection distance |
camera |
Camera |
-- | Required for raycasting against Sprite objects |
layers |
Layers |
layer 0 | Layer mask -- only objects on matching layers are tested |
params |
object |
see below | Per-type intersection thresholds |
Params Defaults
raycaster.params = {
Mesh: {},
Line: { threshold: 1 }, // world units distance for line hits
LOD: {},
Points: { threshold: 1 }, // world units distance for point hits
Sprite: {}
};
Critical Warnings
NEVER raycast on every mousemove event without throttling -- this causes severe frame drops on complex scenes. ALWAYS throttle to the render loop via requestAnimationFrame or limit to 30-60 checks per second.
NEVER pass recursive: true on large scene graphs when you have a flat array of target objects -- ALWAYS maintain a flat array of selectable objects and pass recursive: false to avoid unnecessary tree traversal.
NEVER forget to normalize the direction vector when using raycaster.set() -- an unnormalized direction produces incorrect distance values in all intersection results.
NEVER allocate a new results array every frame -- ALWAYS reuse an array via the optionalTarget parameter and clear it with array.length = 0 after processing.
NEVER raycast against the entire scene.children when only a subset of objects is interactive -- ALWAYS maintain a separate array of selectable objects or use layers for filtering.
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.
- 1mo ago First seen · 260 lines · 113 tokens per session scan A 9d647209e862
threejs-core-raycaster is a skill published in the GitHub repository Impertio-Studio/Three.js-Claude-Skill-Package (23 stars, last pushed 3mo ago), licensed MIT. It adds 113 tokens to every session and 2,329 once invoked, about $0.0005 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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