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 layoutit/polycss --skill skillgit clone --depth 1 https://github.com/layoutit/polycssWrote 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/layoutit/polycss/skill)<a href="https://agentmods.dev/skills/layoutit/polycss/skill"><img src="https://agentmods.dev/badge/skills/layoutit/polycss/skill/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/layoutit/polycss/skill"><img src="https://agentmods.dev/badge/skills/layoutit/polycss/skill.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00052 | $0.02529 |
| Opus 5.5 | $0.00021 | $0.01012 |
| Sonnet 5.5 | $0.00010 | $0.00506 |
| Haiku 4.5 | $0.00005 | $0.00253 |
Grade A, and why
polycss 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 — 210 lines — stays where its author put it; the contents beside it link to each section on GitHub.
PolyCSS — DOM 3D Rendering
PolyCSS renders 3D polygon meshes as real DOM elements transformed with CSS
matrix3d(...). No WebGL, no canvas-per-frame. It supports OBJ/MTL, STL,
glTF/GLB, VOX, generated primitives, colors, textures, dynamic lighting,
shadows, controls, selection, animation, and per-polygon interaction.
Use native PolyCSS when authoring PolyCSS-first scenes. Use the Three.js parity API when porting Three.js code or generating code from Three-shaped examples.
Reference docs
Read the file that matches the task before writing non-trivial code.
| File | Read it when |
|---|---|
| docs/authoring-polygons.md | Generating Polygon[] by hand. Winding, color format, coplanarity, the optimizer. Silent-failure rules. |
| docs/scenes-and-cameras.md | Setting up a scene, camera props, scene options, custom elements, coordinates. |
| docs/shapes-and-primitives.md | Boxes, spheres, planes, Platonic solids, raw polygon generators. |
| docs/loading-models.md | loadMesh, <PolyMesh src>, OBJ/MTL/STL/glTF/GLB/VOX, parse options. |
| docs/lighting.md | Directional/ambient/point lights, baked vs dynamic, rebaking. |
| docs/shadows.md | castShadow, receiveShadow, parametric shadows, renderer differences. |
| docs/textures.md | UV textures, the atlas pipeline, texture quality, presentation options. |
| docs/controls-and-interaction.md | Orbit/map/first-person controls, selection, transform gizmos, click handlers. |
| docs/animation.md | Skeletal clips from glTF/GLB, usePolyAnimation, stable DOM. |
| docs/performance.md | Leaf counts, render strategies, atlas memory, voxel fast paths. |
| docs/three-parity.md | Porting Three.js scenes through the */three subpaths. |
| docs/troubleshooting.md | Something renders wrong. Symptom → cause table. |
| docs/api-index.md | "Does this export exist?" Package-by-package export inventory. |
What ships with it
13 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.
- docs/animation.md 4.1 KB
- docs/api-index.md 9.7 KB
- docs/authoring-polygons.md 7.6 KB
- docs/controls-and-interaction.md 7.2 KB
- docs/lighting.md 4.7 KB
- docs/loading-models.md 5.5 KB
- docs/performance.md 5.0 KB
- docs/scenes-and-cameras.md 9.1 KB
- docs/shadows.md 6.8 KB
- docs/shapes-and-primitives.md 6.8 KB
- docs/textures.md 4.6 KB
- docs/three-parity.md 3.9 KB
- docs/troubleshooting.md 7.0 KB
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 · 210 lines · 52 tokens per session scan A cf01b4c40f96
polycss is a skill published in the GitHub repository layoutit/polycss (771 stars, last pushed 2mo ago), licensed MIT. It adds 52 tokens to every session and 2,529 once invoked, about $0.0002 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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