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 lightblink/cocos-creator-local-mcp --skill cocos-scene-prefab-assemblygit clone --depth 1 https://github.com/lightblink/cocos-creator-local-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/lightblink/cocos-creator-local-mcp/cocos-scene-prefab-assembly)<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-scene-prefab-assembly"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-scene-prefab-assembly/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/lightblink/cocos-creator-local-mcp/cocos-scene-prefab-assembly"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-scene-prefab-assembly.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 | $0.00088 | $0.02306 |
| Opus 5 | $0.00044 | $0.01153 |
| Sonnet 5 | $0.00018 | $0.00461 |
| Haiku 4.5 | $0.00009 | $0.00231 |
Grade A, and why
cocos-scene-prefab-assembly 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 — 160 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cocos Scene Prefab Assembly
Overview
Use this skill when the work is not just writing TypeScript, but making a Cocos Creator scene or prefab playable. The output should identify the node hierarchy, components, serialized properties, asset references, and verification steps needed for the scene to run locally.
Prefer editor/MCP operations when available. If direct editor control is not available, produce an exact assembly plan and avoid claiming the scene is wired until it has been wired.
Assembly Workflow
- Inspect existing scene and prefab conventions.
- Look for
assets/scenes,assets/prefabs,assets/scripts,assets/ui,assets/resources, and existing manager/root node patterns. - If the Cocos local MCP tools are available, use
cocos_local_inspect_projectfirst. - If direct editor scene access is needed, install or check the Codex editor bridge with
cocos_local_install_editor_bridgeandcocos_local_check_editor_bridge. - Before launching Cocos Creator, reuse an existing editor process for the same project when available. If multiple projects are already open, make the active project and bridge port explicit before applying scene changes.
- If a new scene asset is needed, use
cocos_local_create_scene_from_templateto create a Creator 3.8 default 2D scene underassets/scenes.
- Look for
- Define the runtime graph.
- Identify persistent managers, gameplay roots, UI roots, pools, cameras, canvas, and authored content.
- Define the scene layout contract before node placement: target orientation, design resolution, fit policy, gameplay region, HUD region, safe-area margins, and how narrow/tall screens adapt.
- For a new 2D mini-game scene, prefer
cocos_local_create_minigame_skeletonto generate baseline scripts and a starter scene blueprint before custom assembly. - For non-trivial games, use the architecture plan from
cocos-creator-gameplay-architectureorcocos_local_create_architecture_skeletonas a guide before placing managers. Scene nodes should host adapters and roots; they do not need to mirror every pure TypeScript system.
- Map components to nodes.
- For each component, specify host node, required serialized properties, optional properties, and event bindings.
- Map assets to references.
- Identify sprites, audio clips, prefabs, animation clips, fonts, and bundle/resource paths.
- For from-zero playable scenes, confirm whether each first-loop visual/audio class is generated, existing, deliberately geometry-only, or pending. Do not let missing sprite/UI/SFX/music assets disappear as an implicit scene-assembly choice.
- For generated gameplay art, confirm role/orientation review and animation requirements before assigning the asset to scene nodes or prefabs.
- Create or update prefabs for repeated objects.
- Player, enemy, bullet, pickup, effect, floating text, and reusable UI items should normally be prefabs.
- Verify scene entry.
- Confirm start scene, Canvas/camera presence, design resolution alignment, initial state, input path, UI visibility, and reset/restart behavior.
- If claiming local runtime verification, pair scene assembly checks with
cocos_local_collect_runtime_evidenceafter the project has run in Cocos preview or WeChat DevTools.
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.
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 · 160 lines · 88 tokens per session scan A 1fcbcef3142f
cocos-scene-prefab-assembly is a skill published in the GitHub repository lightblink/cocos-creator-local-mcp (2 stars, last pushed 2mo ago), licensed MIT. It adds 88 tokens to every session and 2,306 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.
Other skills, from other repositories
cocos-asset-pipeline-director
Plan, generate, adapt, validate, and import Cocos Creator 3.x game assets through a configured Cocos Asset Forge-compatible MCP. Use whenever the user asks for Cocos assets, sprites, sprite sheets, tilesets, UI packs, effects, placeholders, audio, art bibles, Cocos-ready metadata, asset folders, bundle placement…
cocos-asset-review-director
Review generated or imported Cocos Creator game assets against game design, art direction, gameplay semantics, animation needs, technical quality, mobile readability, interaction feedback, audio fit, performance risk, and runtime import constraints. Use after asset generation or adaptation, before importing assets…
cocos-art-direction-director
Direct visual style, art bibles, asset consistency, prompt language, sprite readability, UI visual systems, animation style, and Cocos-ready asset QA for game art pipelines. Use before asset generation when Codex needs to define a coherent look, guide or critique generated assets, coordinate with cocosassetforge…
cocos-helper
A helper guide for building games with Cocos Creator, a game engine and editor. It covers project folders, common components, and managers written in TypeScript.
particle-modifier
A framework for creating and debugging custom particle modifiers in Cocos Creator 2.4.x, a tool for making games and interactive scenes. Particle modifiers can change properties such as position, color, size, rotation, and speed.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.