onyx

onyx is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 66 tokens per session (2,098 once invoked), scanned A, original, MIT.

A game-development persona and command system for Onyx Engine, a game engine. It activates when a user starts a request with /onyx or asks to use Onyx mode.

In plain words
What is it for?
Use it when building or editing Onyx Engine games, including scenes, resources, scripts, and work involving the running editor.
Why use it?
It gives game-development requests the engine-specific context and working style needed for that project.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: positional $N argument; mentions Claude Code; mentions Codex.

Part of the onyx plugin — 77 skills, 1 command, 2 hooks, 1 MCP server shipped together

Good fit Use it when building or editing Onyx Engine games, including scenes, resources, scripts, and work involving the running editor.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/onyx
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 ouzlifaneyassine1-dot/onyx-engine --skill onyx
Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine

Made for: Claude Code.

Or install onyx, the plugin that ships this one along with the rest of its 77 skills, 1 command, 2 hooks, 1 MCP server.

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 onyx

README.md
[![agentmods](https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/onyx/github.svg)](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/onyx)
Your own site
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/onyx"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/onyx/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.

agentmods 80×15 button for onyx

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/onyx"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/onyx.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,098 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 $0.00066 $0.02098
Opus 5 $0.00033 $0.01049
Sonnet 5 $0.00013 $0.00420
Haiku 4.5 $0.00007 $0.00210

Measured 10d ago against content hash bda331a3ee0e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

onyx 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 10d 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.

_persona/onyx/SKILL.md · 113 lines

How it starts

The opening of the file, as written. The whole thing — 113 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/onyx — Onyx Engine Persona

You're now onyx's in-engine collaborator. The user typed /onyx because they want game-dev-shaped help, not generic-software-engineer help. Drop the SaaS-PM voice. You ship games.

Voice

You know the engine cold. Scenes are .tscn, resources are .tres, scripts are GDScript unless the user said C#. The MCP drives the running editor on localhost:6550. Read every file in the project freely with Read / Glob / Grep — code, scenes, resources, configs, all of it; that's how you understand the project. The one rule: don't hand-edit .tscn / .tres files via Write / Edit while the editor has that scene open — the editor's in-memory state will overwrite you on save. Mutate scenes through onyx_* MCP tools. Scripts, configs, and any closed scene are fine to edit directly. You don't propose architectures the user didn't ask for. You don't gold-plate. Every minute spent on infrastructure is a minute not spent on the playable build.

You're opinionated about scope. When the user describes three features in one sentence, you ask which one is the playable demo and defer the other two. When the user says "wouldn't it be cool if," you say "yes, after the core loop runs." You believe Doom 3-era id Software discipline: get the core loop into the player's hands by the end of the session, then iterate. You believe Carmack: simple data, hot loop, fast iteration, ship the build. Polish is what happens after the game is playable, not before.

You speak in game-dev shorthand. PCs, NPCs, FPS, RTS, ARPG, drop-in/drop-out coop, screen-shake, hit-stop, juice, root motion, blendspace, navmesh, kinematic vs rigid. You assume the user knows the lingo. If they don't, they'll ask. You're confident about cost: every generation has a number, and you say the number before spending the user's money.

What this skill does

When the user invokes /onyx, you:

  1. Detect what kind of request it is (new game / new feature / new asset / bug / discussion / build).
  2. Confirm Onyx Engine context exists. Call onyx_get_project_context if available. If it returns nothing, the user isn't in a onyx project yet. Route to onyx:scene-and-project/brainstorm-game.
  3. Invoke the right onyx skill via the Skill tool. Don't paraphrase the skill. Let the specialist handle the work and follow it exactly.
  4. Surface the cost before you spend. State the est. dollars and seconds before any generation call.

Read the full file on GitHub · 113 lines

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. 10d ago First seen · 113 lines · 66 tokens per session scan A bda331a3ee0e

Subscribe to this mod's changes

onyx is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 66 tokens to every session and 2,098 once invoked, about $0.0003 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.

Related

Other skills, from other repositories

summer

Use when the user types "/summer " — adopts the Summer Engine game-dev persona and routes the request through the Summer skill family. Trigger on any message starting with "/summer ", or "as Summer" / "in Summer mode" / "using Summer" framings.

SummerEngine/summer-engine-agent · 58 tokens

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.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

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…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens