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 n24q02m/claude-plugins --skill build-scenegit clone --depth 1 https://github.com/n24q02m/claude-pluginsWrote 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/n24q02m/claude-plugins/build-scene)<a href="https://agentmods.dev/skills/n24q02m/claude-plugins/build-scene"><img src="https://agentmods.dev/badge/skills/n24q02m/claude-plugins/build-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/n24q02m/claude-plugins/build-scene"><img src="https://agentmods.dev/badge/skills/n24q02m/claude-plugins/build-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 | $0.00018 | $0.00973 |
| Opus 5.5 | $0.00007 | $0.00389 |
| Sonnet 5.5 | $0.00004 | $0.00195 |
| Haiku 4.5 | $0.00002 | $0.00097 |
Grade A, and why
build-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 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.
This is a copy
100% identical to build-scene — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 119 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Build Scene
Construct Godot scenes from proven patterns. Each pattern includes REQUIRED companion nodes that LLMs commonly forget.
Scene Patterns
Platformer Character
CharacterBody2D "Player"
CollisionShape2D # REQUIRED -- CharacterBody2D without this = no collisions
Sprite2D # Visual representation
AnimationPlayer # Idle, run, jump, fall animations
Camera2D # Follow camera
position_smoothing_enabled = true
position_smoothing_speed = 5.0
Companion rule: CharacterBody2D MUST have a CollisionShape2D child. Without it, move_and_slide() works but detects zero collisions.
Top-Down Character
CharacterBody2D "Player"
CollisionShape2D # REQUIRED
Sprite2D
NavigationAgent2D # Pathfinding (if AI/NPC)
path_desired_distance = 4.0
target_desired_distance = 4.0
UI Screen
Control "MenuScreen"
MarginContainer # Prevents content touching edges
VBoxContainer # Vertical layout for menu items
Label "Title"
Button "StartButton"
Button "OptionsButton"
Button "QuitButton"
Companion rule: Always wrap UI content in MarginContainer first. Direct children of Control have no automatic margins.
Projectile
Area2D "Bullet"
CollisionShape2D # REQUIRED -- Area2D signals need this to detect overlaps
Sprite2D
VisibleOnScreenNotifier2D # Auto-cleanup when off-screen (connect screen_exited -> queue_free)
Companion rule: Area2D without CollisionShape2D will never emit body_entered or area_entered signals.
Pickup Item
Area2D "Coin"
CollisionShape2D # REQUIRED
Sprite2D
AudioStreamPlayer # Pickup sound effect
Tilemap Level
Node2D "Level"
TileMapLayer # Godot 4.3+ (NOT TileMap -- deprecated)
Camera2D
limit_left = 0
limit_top = 0
Note: TileMap node is deprecated in Godot 4.3+. Use TileMapLayer instead.
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 · 119 lines · 18 tokens per session scan A c92042794e47
build-scene is a skill published in the GitHub repository n24q02m/claude-plugins (4 stars, last pushed today), licensed Apache-2.0. It adds 18 tokens to every session and 973 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to build-scene, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
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A Higgsfield workflow for creating or processing media beyond ordinary image and video generation. It covers 3D GLB models, rigging and animation, audio, video analysis, upscaling, reframing, outpainting, and background removal.
vertical-slice
Pre-production validation — end-to-end build to confirm the full loop is achievable before committing to Production. After GDDs, architecture, UX specs.
release-checklist
Pre-release checklist — build verification, certification requirements, store metadata, launch readiness.
day-one-patch
Day-one launch patch — focused fix for known issues found after gold master. Mini-sprint with QA gate and rollback.
quick-design
Lightweight spec for small changes — tuning adjustments, minor mechanics. Embeds directly into stories; skips full GDD.
team-combat
Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate.