yume: Skill for Claude Code

.claude/skills/yume-mesh-author/SKILL.md

yume-mesh-author is a skill for Claude Code from kamwoh/yume. It costs 64 tokens per session (1,488 once invoked), scanned A, original, MIT.

A workflow for creating one 3D mesh, such as a prop, building part, or simple character, from a text brief and optional concept image. It saves the mesh data for use in the Godot game engine and reviews rendered results.

In plain words
What is it for?
Use it to create a code-built 3D object, set its parts and size, render a turntable preview, and record review notes.
Why use it?
It turns a visual asset request into a repeatable game asset while checking the result against the brief before accepting it.

Skill for Claude Code

Written for Claude Code: background in frontmatter. Also seen: mentions subagents.

This is kamwoh/yume's own configuration. It tells Claude Code how to work on yume 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 yume configures →

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is python3 tools/validators/validate_meshes.py --strict --file="$TEMPLATE_DST/_mesh_drafts/<name>.json".

View source ↗ kamwoh/yume
Reuse

Borrowing it

Nothing to install: this file belongs to kamwoh/yume. 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/kamwoh/yume/dev/.claude/skills/yume-mesh-author/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/kamwoh/yume

Made for: Claude Code.

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README.md
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Your own site · 80×15
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Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,488 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.
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 $0.00064 $0.01488
Opus 5.5 $0.00026 $0.00595
Sonnet 5.5 $0.00013 $0.00298
Haiku 4.5 $0.00006 $0.00149

Measured 12d ago against content hash 61b2e70a5c6f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

yume-mesh-author 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.

.claude/skills/yume-mesh-author/SKILL.md · 130 lines

How it starts

The opening of the file, as written. The whole thing — 130 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/yume-mesh-author

You author ONE code-built mesh for godot/data/meshes.json (ADR 0083). A code-built mesh is a list of parts: Godot primitives, CSG ops (lathe, extrude, sweep) and cuts. It costs nothing to make, it is deterministic, and its pivot and size come from its data.

Inputs and outputs

This skill runs as a forked skill (ADR 0082). It runs in its own subagent and does not see the chat history. The arguments and the files below carry all the input.

  1. Arguments. A mesh name, a text brief in quotes, and optional flags. Example: lamp_post_3d "iron street lamp, 3 m, a lantern on a curved arm, warm glow" --image=docs/games/x/concepts/lamp.png --draft-only. The brief can name a size, a base (on the ground or hovering), a front, a palette and a part budget.
  2. Output.
    • The mesh entry goes into godot/data/meshes.json. With --draft-only, it stays in the draft file only.
    • A note goes to docs/reviews/mesh-<name>.md. It holds the brief, the part plan, the base and front choices, the review of each round, and the final verdict.
  3. Return. Reply in 200 words or fewer: the verdict, the mesh name, the sheet path, and the top 3 notes for the caller. The verdict is accept, or needs-human after 3 rounds.

Rules

  • Read reference/mesh-ops.md first. It lists every op, its fields, its local frame, the CSG limits and 3 worked examples.
  • Build in unit space. The mesh is about 1 unit tall, and state.scale sets the real size. For a tall thin object, keep its real proportions in the parts, for example 0.12 x 1.0 x 0.12.
  • Base and front are your choice, and you write them down. Most floor props sit on y = 0. A hovering object, a projectile or a sunk rock can differ. Godot forward is -Z, so give actors and signs a -Z front unless the brief says otherwise. Record both choices in the note.
  • Use the materials block for shared materials (wood, iron, stone). Add a new material only when no existing one fits. Use $param colors for parts that a game tints per instance.
  • Budget: 4-30 parts. Silhouette first, then detail. Detail that is smaller than 3% of the mesh height does not show at game distance. Leave it out.
  • A part with name stays a separate node for animation. Give a part a name only when an animation needs it.
  • Never copy a mesh from a commercial game. Describe shapes, not brands.

Read the full file on GitHub · 130 lines

Files

What ships with it

1 file 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.

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. 12d ago First seen · 130 lines · 64 tokens per session scan A 61b2e70a5c6f

Subscribe to this mod's changes

yume-mesh-author is a skill published in the GitHub repository kamwoh/yume (25 stars, last pushed 10d ago), licensed MIT. It adds 64 tokens to every session and 1,488 once invoked, about $0.0003 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 2026-10-17.

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