cocos-interaction-ux-director

cocos-interaction-ux-director is a skill for Codex from lightblink/cocos-creator-local-mcp. It costs 75 tokens per session (1,121 once invoked), scanned A, original, MIT.

A guide for designing and reviewing touch controls and screen flows in Cocos Creator and WeChat Mini Game projects. It covers how players start, learn controls, receive feedback, fail, restart, and leave a game.

In plain words
What is it for?
It is for defining gestures, touch areas, input rules, HUDs, tutorials, pause and result screens, restart flows, and feedback such as sound, motion, and score changes.
Why use it?
It helps remove confusing controls, unclear menus, weak feedback, and hard-to-understand game states on mobile screens. Cocos Creator is a tool for building games, and WeChat Mini Games are games that run inside WeChat.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit It is for defining gestures, touch areas, input rules, HUDs, tutorials, pause and result screens, restart flows, and feedback such as sound, motion, and score changes.

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Install with agentmods
npx agentmods add skills/lightblink/cocos-creator-local-mcp/cocos-interaction-ux-director
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 lightblink/cocos-creator-local-mcp --skill cocos-interaction-ux-director
Clone the repo
git clone --depth 1 https://github.com/lightblink/cocos-creator-local-mcp

Made for: Codex.

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 cocos-interaction-ux-director

README.md
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Your own site
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Your own site · 80×15
<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-interaction-ux-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-interaction-ux-director.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 75 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,121 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 $0.00075 $0.01121
Opus 5 $0.00037 $0.00561
Sonnet 5 $0.00015 $0.00224
Haiku 4.5 $0.00007 $0.00112

Measured 11d ago against content hash 38686d1622e9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

cocos-interaction-ux-director 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/cocos-interaction-ux-director/SKILL.md · 96 lines

How it starts

The opening of the file, as written. The whole thing — 96 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Cocos Interaction UX Director

Overview

Use this skill to make Cocos mini-games feel understandable, responsive, and playable on mobile touch screens. The output should translate game intent into input rules, UI states, feedback layers, and implementation requirements.

This skill coordinates with game design, art direction, gameplay architecture, scene assembly, and playtest QA.

Core Workflow

  1. Map the player journey.
    • Cover launch, first comprehension, first input, first reward, first failure, restart, and exit.
    • Remove nonessential screens from the first local playable loop.
  2. Define controls.
    • Specify gesture, target area, dead zone, drag/click behavior, hold behavior, and cancellation.
    • Make keyboard controls optional developer conveniences, not the primary path.
  3. Design feedback layers.
    • For each action, define tactile-equivalent visual feedback, sound, motion, score/UI update, and game-state consequence.
    • Keep the fastest feedback local and immediate.
  4. Specify UI states.
    • Define HUD, pause, result, revive, settings, loading, and tutorial states only when needed.
    • State entry and exit conditions explicitly.
  5. Protect mobile readability.
    • Declare the target viewport set, orientation, design resolution, fit policy, and safe-area assumptions before implementation handoff.
    • Check thumb reach, button size, contrast, occlusion, information hierarchy, text length, and whether the primary playfield uses the intended share of the screen.
    • Avoid tiny tap targets, unintentionally shrunken playfields, and control schemes that require precision the screen cannot support.
    • Treat fixed desktop-pixel layouts without an adaptation model as a blocking UX issue for phone-first games.
  6. Create implementation handoff.
    • List Cocos nodes, UI components, serialized properties, events, and animation/tween feedback needed.

UX Deliverables

For substantial tasks, return:

  • Player journey: first 30 seconds and repeat session.
  • Control spec: input zones, gestures, edge cases, and fallback.
  • Mobile playfield spec: safe area, thumb zone, occlusion risks, target aspect ranges, and narrow-screen behavior.
  • Touch parameters: drag bounds, dead zone in pixels or screen percentage, release/cancel behavior, hold behavior, and multi-touch policy.
  • UI state map: state names, transitions, blocked inputs, visible elements.
  • Fail/restart flow: number of actions, default focus, blocked inputs, and recovery timing.
  • Feedback matrix: action, immediate cue, state change, delayed cue.
  • Onboarding plan: what is taught by layout, motion, text, or first safe action.
  • Implementation notes: required components, prefabs, audio cues, and animations.

Read the full file on GitHub · 96 lines

Files

What ships with it

2 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.

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 · 96 lines · 75 tokens per session scan A 38686d1622e9

Subscribe to this mod's changes

cocos-interaction-ux-director is a skill published in the GitHub repository lightblink/cocos-creator-local-mcp (2 stars, last pushed 2mo ago), licensed MIT. It adds 75 tokens to every session and 1,121 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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