build-a-scene

build-a-scene is a skill for Claude Code from KevinInoCol/coppeliasim-mcp. It costs 79 tokens per session (1,015 once invoked), scanned A, original, MIT.

A guide to creating CoppeliaSim scenes with code, including floors, walls, openings, and obstacles. It explains how separate object settings control physics, collisions, and sensor visibility.

In plain words
What is it for?
Use it when generating a robot environment or checking that the robot fits and can reach every area.
Why use it?
It helps prevent scenes from collapsing, robots from passing through walls, and proximity sensors from missing objects.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the coppeliasim plugin — 9 skills, 1 MCP server shipped together

Good fit Use it when generating a robot environment or checking that the robot fits and can reach every area.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevininocol/coppeliasim-mcp/build-a-scene
Install

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.

Any agent
npx skills add KevinInoCol/coppeliasim-mcp --skill build-a-scene
Clone the repo
git clone --depth 1 https://github.com/KevinInoCol/coppeliasim-mcp

Made for: Claude Code.

Or install coppeliasim, the plugin that ships this one along with the rest of its 9 skills, 1 MCP server.

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 build-a-scene

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevininocol/coppeliasim-mcp/build-a-scene/github.svg)](https://agentmods.dev/skills/kevininocol/coppeliasim-mcp/build-a-scene)
Your own site
<a href="https://agentmods.dev/skills/kevininocol/coppeliasim-mcp/build-a-scene"><img src="https://agentmods.dev/badge/skills/kevininocol/coppeliasim-mcp/build-a-scene/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 build-a-scene

Your own site · 80×15
<a href="https://agentmods.dev/skills/kevininocol/coppeliasim-mcp/build-a-scene"><img src="https://agentmods.dev/badge/skills/kevininocol/coppeliasim-mcp/build-a-scene.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 79 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,015 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 $0.00079 $0.01015
Opus 5 $0.00039 $0.00508
Sonnet 5 $0.00016 $0.00203
Haiku 4.5 $0.00008 $0.00102

Measured 11d ago against content hash 1f8c7cac778c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

build-a-scene 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 11d 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.

skills/build-a-scene/SKILL.md · 105 lines

How it starts

The opening of the file, as written. The whole thing — 105 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Building a scene from code

The three properties, and why they get confused

A CoppeliaSim object has three independent switches. Almost every scene problem comes from mixing them up:

Property What it decides When it is wrong
dynamic whether physics moves it (falls, gets pushed) the scenery collapses on Play
respondable whether other bodies collide with it the robot drives through walls
detectable whether a proximity sensor sees it the sensor "doesn't work"

A scenery wall is not dynamic, respondable and detectable:

sim.setBoolProperty(handle, "dynamic", False)
sim.setBoolProperty(handle, "respondable", True)
sim.setObjectInt32Param(handle, sim.shapeintparam_respondable_mask, 0xFFFF)
sim.setBoolProperty(handle, "detectable", True)

detectable is the number one cause of "my sensor detects nothing". It is neither inherited nor set automatically: a freshly created object is invisible to every proximity sensor until you set it.

Decorative floors must not be solid

If you colour each room's floor with a thin box, that box must not be respondable or collidable. A 1 cm floor is a 1 cm step in every doorway, and the robot trips over it or gets stuck.

Leave them as pure decoration: not dynamic, not respondable, not detectable. The robot rolls on the real ground, not on the colour layer.

The default floor is 5 x 5 m

/Floor ships with the scene and is small for almost any floor plan. If your scene is bigger, delete it and create ground of the size you need, or the robot will drive off the edge halfway through.

Walls with doorways

A wall with a door is not one object: it is two segments with a gap between them. Generate the segments from the full line plus the list of openings rather than placing each piece by hand — that way the numbers come from one place and moving a door forces no recalculation:

def wall_segments(start, end, doors):
    """Returns the wall pieces between start and end, skipping the openings."""

Read the full file on GitHub · 105 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. 11d ago First seen · 105 lines · 79 tokens per session scan A 1f8c7cac778c

Subscribe to this mod's changes

build-a-scene is a skill published in the GitHub repository KevinInoCol/coppeliasim-mcp (0 stars, last pushed 16d ago), licensed MIT. It adds 79 tokens to every session and 1,015 once invoked, about $0.0004 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 2026-08-31.

Related

Other skills, from other repositories

okx-cex-portfolio

This skill should be used when the user asks about 'account balance', 'how much USDT do I have', 'my funding account', 'show my positions', 'open positions', 'position P&L', 'unrealized PnL', 'closed positions', 'position history', 'realized PnL', 'account bills', 'transaction history', 'trading fees', 'fee tier'…

okx/agent-trade-kit · 236 tokens

isuzu-unity-cli

Control Unity Editor from the CLI with the isuzu-unity-cli command. Execute C# code, browse scene hierarchy, inspect/modify GameObjects, capture screenshots, read console logs, check compile status, control play mode, and execute menu items. Use when: user wants to interact with Unity Editor programmatically, run C#…

isuzu-shiranui/UnityMCP · 97 tokens

maya-import-to-scene

Pipeline stage — structured asset import. Consume an AssetDescriptor produced by maya-asset-source and import the asset (FBX, OBJ, USD) into the current Maya scene via cmds.file(). Handles axis/unit conversion, MaterialMode, PlacementHint, and optional target collection grouping. Returns an ImportToSceneResult with…

dcc-mcp/dcc-mcp-maya · 78 tokens

add-mechanic

Add game mechanics with correct GDScript 4.x patterns -- movement, health, inventory, save/load.

n24q02m/better-godot-mcp · 26 tokens

debug-issue

Systematic Godot debugging decision trees for physics, signals, rendering, navigation, and input issues.

n24q02m/better-godot-mcp · 23 tokens

build-scene

Pattern-based Godot scene construction with node hierarchy templates and companion node rules.

n24q02m/better-godot-mcp · 18 tokens