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 skybox-panoramagit 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/skybox-panorama)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/skybox-panorama"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/skybox-panorama/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/skybox-panorama"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/skybox-panorama.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 | $0.00087 | $0.03164 |
| Opus 5 | $0.00044 | $0.01582 |
| Sonnet 5 | $0.00017 | $0.00633 |
| Haiku 4.5 | $0.00009 | $0.00316 |
Grade A, and why
skybox-panorama 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
88% identical to skybox-panorama — 93 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 — 208 lines — stays where its author put it; the contents beside it link to each section on GitHub.
skybox-panorama — 360° Sky for WorldEnvironment
This skill generates a single equirectangular panoramic image (2:1 aspect, e.g. 2048×1024 or 4096×2048) suitable for Godot's PanoramaSkyMaterial. Wires it into a Sky resource on a WorldEnvironment node so the sky is visible from every camera angle in your 3D scene.
The single biggest failure mode is non-equirectangular output. Diffusion models default to flat 2D scenes; if you don't explicitly demand "equirectangular projection," the result looks fine in a thumbnail but distorts brutally when wrapped onto a sphere — horizon bows, zenith pinches, the sun stretches into a smear. This skill encodes the prompt suffix and the import discipline that produces a usable sky on the first or second try.
When to use
- "Generate a fantasy sky for the level."
- "I need a sci-fi nebula skybox."
- "Make a sunset panorama for the desert scene."
- "Stormy night sky for the haunted level."
- The 3D scene needs a visible sky (not just a flat color background).
When NOT to use
- The user wants a 2D parallax background → that's a separate
Sprite2Djob, not a panorama. - The user wants a HDRI for environment lighting (not just visual sky) → AI panoramas are LDR by default. For real IBL/HDR, use Polyhaven HDRIs (free CC0). Mention this to the user if lighting realism matters.
- The user wants a 3D-modeled sky-dome with geometry (clouds-as-meshes) → out of scope; use a
Spheremesh + custom shader. - The scene is 2D → no sky needed.
Steps
1. Search for an existing sky
onyx_search_assets(query="<vibe> sky panorama", filter={ kind: "image" })
Polyhaven (polyhaven.com/hdris) hosts hundreds of free CC0 HDRIs that beat AI generation for realism and provide IBL data. For realistic exterior scenes, prefer Polyhaven; for stylized / fantasy / sci-fi, AI generation wins.
2. Build the prompt — sky description + equirectangular suffix
Pattern:
<sky description>, 360 degree panoramic equirectangular projection, seamless horizontal wrap, no visible seam at left and right edges, distortion-correct for sphere mapping, no foreground objects, no ground horizon line, sky and clouds and atmosphere only
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 · 208 lines · 87 tokens per session scan A 2c20b52e77ed
skybox-panorama is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 87 tokens to every session and 3,164 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 88% identical to skybox-panorama, differing in 93 lines, and is treated as a copy.
Other skills, from other repositories
skybox-panorama
Use when generating a 360° panoramic sky image for use as a Sky resource (PanoramaSkyMaterial) in a 3D scene. Equirectangular projection, 2:1 aspect. Wires into WorldEnvironment.sky. Trigger on "skybox", "sky panorama", "360 background", "environment sky", "HDRI sky", "panoramic background", "panorama sky".
sprite-sheet
Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on "sprite sheet", "walk cycle", "attack frames", "animated sprite", "frame-by-frame animation", "2D character…
character-portrait
Use when generating a single, polished bust/portrait of a character for dialogue UI, character-select screens, lore cards, or codex entries. One character, locked composition, VN-style. Trigger on "character portrait", "dialogue portrait", "VN portrait", "character bust", "headshot", "character select image", "lore…
instantiate-asset-pack
Use when the user wants to import or spawn an entire asset pack (the multi-slice ArtAsset produced by create-asset-sheet) into the current scene — not a single slice, the whole pack. Reads the pack's per-slice metadata (zOrder, isComposite, parentSliceIndex, widget, bbox), groups composites, sorts children by paint…
pixel-art
Use when generating pixel-art assets — sprites, items, tiles, portraits in a pixel style at a specific resolution (32×32, 64×64, 128×128). Pixel-perfect grid, limited palette, retro feel. Trigger on "pixel art", "8-bit art", "16-bit sprite", "pixel sprite", "retro tileset", "pixel icon", "pixel portrait".
tileable-texture
Use when generating a seamless tileable texture for walls, floors, terrain, ceilings — square tile that repeats cleanly on all four edges. Wires onto PlaneMesh / CSGBox3D / MeshInstance3D as a StandardMaterial3D albedo. Trigger on "tileable texture", "seamless texture", "wall texture", "floor texture", "ground…