Borrowing it
Nothing to install: this file belongs to johannesPettersson80/scena. 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/johannesPettersson80/scena/main/.codex/skills/scena-gltf-assets/SKILL.mdgit clone --depth 1 https://github.com/johannesPettersson80/scenaWrote 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/johannespettersson80/scena/scena-gltf-assets)<a href="https://agentmods.dev/skills/johannespettersson80/scena/scena-gltf-assets"><img src="https://agentmods.dev/badge/skills/johannespettersson80/scena/scena-gltf-assets/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/johannespettersson80/scena/scena-gltf-assets"><img src="https://agentmods.dev/badge/skills/johannespettersson80/scena/scena-gltf-assets.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 | $0.00054 | $0.00284 |
| Opus 5 | $0.00027 | $0.00142 |
| Sonnet 5 | $0.00011 | $0.00057 |
| Haiku 4.5 | $0.00005 | $0.00028 |
Grade A, and why
scena-gltf-assets 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 12d 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.
The source is not reproduced here
A licence we could not identify
The repository carries a LICENSE file, but it is custom or dual enough that GitHub cannot name it and neither can this catalogue. Unknown terms are not permission, so the body is not copied here. Read the licence at the source and decide for yourself.
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.
- 12d ago First seen · 38 lines · 54 tokens per session scan A 4ae6205b2175
scena-gltf-assets is a skill published in the GitHub repository johannesPettersson80/scena (22 stars, last pushed 19d ago), with no licence file. It adds 54 tokens to every session and 284 once invoked, about $0.0003 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.
Other skills, from other repositories
game-asset-production
Create, inspect, normalize, validate, and package game-development assets with local tools plus optional Tripo and Leonardo jobs. Use for 3D, texture, reference-image, sound-effect, Blender, GLB, PBR, or USDZ asset-production work; not for admitting packages into a game project.
game-development-studio
Route local game-asset production, package vendoring, offscreen render diagnosis, and bounded performance work through the game-dev CLI. Use only when a game-development request explicitly spans two or more of these workflows, needs a cross-workflow handoff, or asks for Game Development Studio orchestration; do not…
game-asset-vendoring
Search, verify, migrate, and safely admit canonical asset packages into local game projects. Use for asset catalogs, license gates, package integrity, project vendoring, lock receipts, and local preview launch; not for generating paid-provider assets.
game-performance-optimization
Summarize sealed game-run telemetry, compare baseline and candidate metrics, and execute bounded code-optimization goals with explicit path and iteration limits. Use for measurable performance work after a reproducible adapter scenario exists; not for visual diagnosis without a metric.
game-visual-debugging
Diagnose game-rendering problems with declarative local adapters, windowless captures, structured telemetry, semantic render attachments, sealed run bundles, and deterministic raster comparisons. Use for visual bugs or renderer regressions where screenshots alone are insufficient.
unreal-mcp
Automate Unreal Engine editor scenes, actors, and renders.