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-scene-graphgit 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-scene-graph)<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-core-scene-graph"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-core-scene-graph/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-scene-graph"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-core-scene-graph.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 | $0.00121 | $0.03104 |
| Opus 5.5 | $0.00048 | $0.01242 |
| Sonnet 5.5 | $0.00024 | $0.00621 |
| Haiku 4.5 | $0.00012 | $0.00310 |
Grade A, and why
threejs-core-scene-graph 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 — 348 lines — stays where its author put it; the contents beside it link to each section on GitHub.
threejs-core-scene-graph
Quick Reference
Scene Graph Hierarchy
| Class | Extends | Purpose |
|---|---|---|
Object3D |
EventDispatcher |
Base class for ALL 3D objects. Provides transform, hierarchy, traversal |
Scene |
Object3D |
Root container. Adds background, environment, fog, overrideMaterial |
Group |
Object3D |
Semantic container with no extra functionality. Use for logical grouping |
Mesh |
Object3D |
Geometry + Material. The primary visible object in a scene |
Camera |
Object3D |
View projection. ALWAYS add to scene for matrix updates |
Light |
Object3D |
Illumination. ALWAYS add to scene for rendering |
Object3D Core Properties
| Property | Type | Default | Description |
|---|---|---|---|
position |
Vector3 |
(0,0,0) |
Local position relative to parent |
rotation |
Euler |
(0,0,0,'XYZ') |
Local rotation. Linked to quaternion -- modifying one ALWAYS updates the other |
quaternion |
Quaternion |
(0,0,0,1) |
Local rotation as quaternion. Linked to rotation |
scale |
Vector3 |
(1,1,1) |
Local scale. Non-uniform scale causes normal distortion |
visible |
boolean |
true |
When false, object and ALL descendants are skipped during rendering |
layers |
Layers |
layer 0 | 32-bit bitmask for selective rendering and raycasting |
castShadow |
boolean |
false |
Whether object casts shadows |
receiveShadow |
boolean |
false |
Whether object receives shadows |
frustumCulled |
boolean |
true |
Set false for skyboxes or objects that MUST always render |
renderOrder |
number |
0 |
Higher values render later. Use for transparency sorting |
name |
string |
"" |
Human-readable label. Use getObjectByName() for lookup |
userData |
object |
{} |
Custom application data dictionary |
Identity Properties
| Property | Type | Description |
|---|---|---|
uuid |
string |
Read-only RFC 4122 v4 identifier. Auto-generated |
id |
number |
Auto-incrementing integer. Unique per runtime session |
name |
string |
User-assigned. NEVER relied upon as unique identifier |
type |
string |
Read-only class name (e.g., "Mesh", "Group") |
What ships with it
4 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 · 348 lines · 121 tokens per session scan A 824a4d34fbdd
threejs-core-scene-graph 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 121 tokens to every session and 3,104 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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