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 KevinInoCol/coppeliasim-mcp --skill build-a-scenegit clone --depth 1 https://github.com/KevinInoCol/coppeliasim-mcpWrote 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/kevininocol/coppeliasim-mcp/build-a-scene)<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.
<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>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 | $0.00079 | $0.01015 |
| Opus 5 | $0.00039 | $0.00508 |
| Sonnet 5 | $0.00016 | $0.00203 |
| Haiku 4.5 | $0.00008 | $0.00102 |
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.
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."""
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.
- 11d ago First seen · 105 lines · 79 tokens per session scan A 1f8c7cac778c
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.
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