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 scene-to-levelgit 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/scene-to-level)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/scene-to-level"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/scene-to-level/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/scene-to-level"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/scene-to-level.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 | $0.00098 | $0.01895 |
| Opus 5 | $0.00049 | $0.00948 |
| Sonnet 5 | $0.00020 | $0.00379 |
| Haiku 4.5 | $0.00010 | $0.00189 |
Grade A, and why
scene-to-level 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.
This is a copy
91% identical to scene-to-level — 60 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 — 126 lines — stays where its author put it; the contents beside it link to each section on GitHub.
scene-to-level — From a reference image to a playable scene
This is the orchestrator skill. It doesn't generate art, doesn't slice sheets, doesn't write game code — it routes the user through the chain of skills that do, and stitches their outputs together into a placeable Godot scene.
Use it when the user shows you a screenshot or concept image and says "build this." The output is a .tscn you can hit play on, populated with assets that match the reference's style.
The pipeline (decision tree)
1. Read the reference image (vision).
└── What kind of scene is it?
├─ 2D top-down / isometric / side-scroller
│ └── route to TERRAIN + 2D ASSETS path
├─ 3D third-person / first-person
│ └── route to 3D ASSETS path (out of scope for this skill —
│ use onyx:3d-assets/ subskills directly)
└─ UI-only screen (menu, HUD)
└── route to UI ASSETS path (just plan-asset-pack)
2. For each visible element, route to the right sub-pipeline:
TERRAIN → onyx:2d-assets/tileable-texture
(auto-tiling Wang / 47-tile sheet; CURRENTLY a placeholder
that generates a single tile — full auto-tile work is
tracked in publicOnyxEngine/Docs/assetCreation/
TERRAIN_AUTOTILE_IDEA.md and not yet built)
PROPS / DECOR / LIGHTING / NATURE / WATER / BUILDINGS / UI / VFX
── If user has time for individual generation, prefer:
│ onyx:2d-assets/create-asset-sheet (Plan + Generate Pack
│ mode at /studio/plan-asset-pack — higher quality, each asset
│ gets full model attention)
└── If user wants fast / exploratory:
onyx:2d-assets/create-asset-sheet (Slice from a sheet at
/studio/create-tileset — one sheet, autoslice, cheaper)
CHARACTERS → onyx:2d-assets/character-portrait first for the static
frame, then onyx:2d-assets/sprite-sheet for animation
3. Once assets exist, USE-WIDGET-ASSET on any UI / panel / bar /
toggle pack files to wire them as NinePatchRect / TextureProgressBar
/ etc. (see onyx:2d-assets/use-widget-asset)
4. Compose the scene:
- onyx_create_scene with a Node2D / Control root depending on the
scene type
- Add a TileMap node for terrain; assign the generated tileset
resource
- Place props as Sprite2D / TextureRect children, positioned to
match the reference's composition
- Wire UI as Control nodes anchored to the viewport
5. Validate:
- onyx_get_script_errors
- onyx_play (the user takes over from here)
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 · 126 lines · 98 tokens per session scan A d29af6e2928e
scene-to-level is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 98 tokens to every session and 1,895 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to scene-to-level, differing in 60 lines, and is treated as a copy.
Other skills, from other repositories
design-level
Use when designing a single level — layout, pacing, encounters, secrets, reward gating. Outputs a level design doc and a concrete node-tree skeleton for summercreatescene. Trigger on "design a level", "design level 1", "tutorial level", "boss arena", "design the encounter", "make a level layout".
scene-to-level
Use when the user wants to go from a scene reference image or concept art to a playable Summer Engine scene populated with the right assets and terrain. Orchestrates concept, asset pack, terrain, composition, and scene assembly. Trigger on "build this scene", "make this playable", "I want a level that looks like…
level-design
Use when designing a game level's space — blockout/greybox layout, pacing that drags or spikes, guiding lost players without waypoints, encounter and arena progression, or secret placement. NOT mechanics or economy (that is game-design), NOT story beats (that is game-storytelling), NOT engine tooling like nav meshes…
level-designer
!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || true !cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/input-validation.md 2>/dev/null || true !cat…
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.
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).