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 ouzlifaneyassine1-dot/onyx-engine --skill prop-modelgit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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/ouzlifaneyassine1-dot/onyx-engine/prop-model)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/prop-model"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/prop-model/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/ouzlifaneyassine1-dot/onyx-engine/prop-model"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/prop-model.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 | $0.00089 | $0.02121 |
| Opus 5 | $0.00044 | $0.01060 |
| Sonnet 5 | $0.00018 | $0.00424 |
| Haiku 4.5 | $0.00009 | $0.00212 |
Grade A, and why
prop-model 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 — 142 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Prop Model — Generate One Static 3D Prop and Wire It
One prop, one mesh, one MeshInstance3D. This is the bread-and-butter call of the 3D-asset family — most game-world objects are static props. The skill exists to keep two things tight: the prompt shape that produces a clean isolated mesh on the first try, and the wire-in pattern that gets the asset into the scene without leaving orphans in res://assets/models/.
The backing tool is onyx_generate_3d. Default model is hunyuan (Hunyuan 3D v3.1 Pro — best quality). Use trellis when speed matters (Trellis 2 is ~2× faster, slightly lower fidelity). meshy is the legacy fallback — only pick it if the user asks by name.
When to use
- "Make me a treasure chest."
- "Generate a viking axe."
- "I need a wooden barrel for the cellar."
- "Create a sci-fi crate."
- Any single, static, non-character, non-modular object the player will see in 3D space.
When NOT to use
- Character / humanoid →
onyx:3d-assets/character-model(needs T-pose + rig pass). - A set of matching pieces (walls, floors, doors, pillars) →
onyx:3d-assets/environment-kit(style-locked family). - Trees, rocks, foliage →
onyx:3d-assets/organic-model(organic forgives AI artifacts; cheaper recipe). - Cars, ships, mechs →
onyx:3d-assets/vehicle-model(hard-surface specifics). - Walls / floors / repeating geometry →
onyx:asset-pipeline/asset-strategyPipeline 2 (textures + CSG). - "I just need a placeholder" → propose a primitive (
BoxMesh/CylinderMesh) instead. Generation is metered.
Steps
1. Search before generating
onyx_search_assets(query="<prop name>", assetType="3d_model", source="all")
If a fitting model exists, propose reuse:
Found
assets/models/treasure_chest_01.glb. Reuse this, or generate fresh?
2. Pick a polycount target
| Use case | Tris | Pass via |
|---|---|---|
| Hero prop (sword on hip, key item) | 3k–8k | options: { target_polycount: 5000 } |
| Background prop (crate, barrel, sack) | 200–800 | options: { target_polycount: 600 } |
| Mid-range interactive (chest, lantern) | 1k–3k | options: { target_polycount: 2000 } |
| Cinematic showcase (throne, statue) | 10k–30k | options: { target_polycount: 20000 } |
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 · 142 lines · 89 tokens per session scan A aaad8c1cd990
prop-model is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 3mo ago), licensed MIT. It adds 89 tokens to every session and 2,121 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.
Other skills, from other repositories
build-world
Builds polished, fully playable 3D game prototypes in Unity, Roblox, or three.js with high-quality (.glb) meshes from the Thrixel API, and publishes finished games to a public thrixel.world link that anyone can play in a browser. Use when the user wants to make a game, build a playable prototype, or generate 3D assets…
character-model
Use when generating a humanoid character ready for animation — player avatar, NPC, enemy, boss, companion. Generates a T-pose reference image, gates an un-rigged preview past the user, then runs the Meshy auto-rig pass and wires the result as a CharacterBody3D (movement) or Node3D (cinematic). Trigger on "make a…
environment-kit
Use when generating a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corner blocks that snap together to form a level. Multiple meshes that share a visual style. Trigger on "build a dungeon kit", "modular walls", "level kit", "tileset", "interior pieces", "snap-together pieces", "make a…
organic-model
Use when generating organic shapes — trees, rocks, mushrooms, coral, bushes, alien plants, vines, crystals, fruit, bones. The "easy mode" of 3D generation; AI artifacts read as natural irregularity. Trigger on "make a tree", "generate rocks", "I need foliage", "mushroom prop", "alien plants", "fill the scene with…
vehicle-model
Use when generating a hard-surface vehicle — car, motorcycle, spaceship, hover bike, boat, mech, tank, helicopter. Static mesh, optional secondary detail-texture pass, wired as Vehicle3D (player-driven) or MeshInstance3D (background). Trigger on "make a car", "spaceship model", "generate a mech", "I need a vehicle"…
prop-model
Use when generating a single static 3D prop — sword, barrel, chest, lantern, throne, statue, crate, key, potion, banner. One isolated object, no rigging, wired into the scene as a MeshInstance3D. Trigger on "make a sword", "generate a chest", "I need a barrel", "add a lantern model", "give me a treasure prop", "create…