MengTo/Skills is a collection of reusable instruction folders that teach coding agents workflows for interface design, games, frontend systems, automations, and agent loops. Designers and developers use the skills to turn references, prompts, and implementation habits into repeatable work. The catalogue contains the project’s skills and supporting instruction.
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 MengTo/Skills --skill 3d-virtual-tourgit clone --depth 1 https://github.com/MengTo/SkillsWrote 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/mengto/skills/3d-virtual-tour)<a href="https://agentmods.dev/skills/mengto/skills/3d-virtual-tour"><img src="https://agentmods.dev/badge/skills/mengto/skills/3d-virtual-tour/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/mengto/skills/3d-virtual-tour"><img src="https://agentmods.dev/badge/skills/mengto/skills/3d-virtual-tour.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk 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 | $0.00070 | $0.01693 |
| Opus 5.5 | $0.00028 | $0.00677 |
| Sonnet 5.5 | $0.00014 | $0.00339 |
| Haiku 4.5 | $0.00007 | $0.00169 |
Grade A, and why
3d-virtual-tour 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 — 83 lines — stays where its author put it; the contents beside it link to each section on GitHub.
3D Virtual Tour
Help the viewer understand a place through movement, landmarks, and direct navigation. Keep the route, camera, room labels, and controls in agreement.
Establish the tour model
Inspect the scene, coordinate system, scale, floor elevations, door openings, renderer, camera controls, and asset-loading path. Preserve existing architecture and interactions. Choose the navigation modes the experience actually needs:
| Mode | Camera owner | Navigation |
|---|---|---|
| Guided tour | Authored route sampler | Scroll, play/pause, or previous/next stops |
| Room destination | Authored room pose or route stop | Room list, hotspot, or floor plan |
| Inspect | Bounded orbit controller | Drag, pinch, zoom, and return |
| Free walk, when requested | First-person controller with collision | Movement and look controls |
For a Seijaku-style experience, start with a guided route, room destinations, and optional model inspection. Add free walking only when requested or required; orbit controls alone do not provide a walkable interior. If the source is only a set of panoramic images, use linked panorama viewpoints rather than implying that it contains navigable geometric depth.
Author a route through real openings
Store route keys as progress/time, position, look target or orientation, and field of view. Store stops with stable IDs, labels, route coordinates, and associated asset groups. Keep the route coordinate independent of page height or animation clock so room links survive layout changes.
Place keys before, within, and after narrow openings. Use floor-relative eye height, account for raised floors and steps, and slow before turns or important views. Keep the horizon stable and avoid large simultaneous changes in position, gaze, and field of view. Favor physically plausible proportions over an excessively wide lens that stretches rooms.
Use timed Hermite interpolation, a suitable spline, or authored animation. Seijaku uses nonuniform timed Hermite keys for position, gaze, and field of view. A centripetal spline is another useful option, but any smooth curve can cut a corner between collision-free keys. Inspect the complete interpolated path, including the camera's near-plane clearance, against walls, ceilings, furniture, and doorframes.
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.
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 · 83 lines · 70 tokens per session scan A e1626474c570
3d-virtual-tour is a skill published in the GitHub repository MengTo/Skills (6,912 stars, last pushed 4d ago), licensed MIT. It adds 70 tokens to every session and 1,693 once invoked, about $0.0003 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 2026-09-17.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.