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 PIXARTSeu/Synapse --skill gltf-asset-pipelinegit clone --depth 1 https://github.com/PIXARTSeu/SynapseWrote 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/pixartseu/synapse/gltf-asset-pipeline)<a href="https://agentmods.dev/skills/pixartseu/synapse/gltf-asset-pipeline"><img src="https://agentmods.dev/badge/skills/pixartseu/synapse/gltf-asset-pipeline/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/pixartseu/synapse/gltf-asset-pipeline"><img src="https://agentmods.dev/badge/skills/pixartseu/synapse/gltf-asset-pipeline.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 | $0.03648 |
| Opus 5 | $0.00049 | $0.01824 |
| Sonnet 5 | $0.00020 | $0.00730 |
| Haiku 4.5 | $0.00010 | $0.00365 |
Grade A, and why
gltf-asset-pipeline 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 7d 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.
The source is not reproduced here
A licence we could not identify
The repository carries a LICENSE file, but it is custom or dual enough that GitHub cannot name it and neither can this catalogue. Unknown terms are not permission, so the body is not copied here. Read the licence at the source and decide for yourself.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 7d ago First seen · 341 lines · 98 tokens per session scan A a11b48bff542
gltf-asset-pipeline is a skill published in the GitHub repository PIXARTSeu/Synapse (9 stars, last pushed 15d ago), with no licence file. It adds 98 tokens to every session and 3,648 once invoked, about $0.0005 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 2026-09-03.
Other skills, from other repositories
gamedev-shaders
Use when authoring or debugging a shader, material, VFX, or full-screen post-process in a game engine — Godot 4.x .gdshader, Unity 6 URP/HDRP, Unreal 5.x Materials, effect recipes, shader performance. NOT gameplay or engine-API code (that is godot/unity/unreal), NOT physics (gamedev-physics), NOT build variant…
ar-vr-xr
AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.
game-storytelling
Use when a game's story is the work: premise and pillars, branching topology, meaningful choice, dialogue state, quests, environmental storytelling, ludonarrative harmony. Author portable — engine wiring is godot/unity/unreal. NOT the mechanics and economy the story serves (that is game-design), NOT level layout (that…
2d-pixel-asset
Generate 2D pixel art game assets using Google Gemini via Chrome browser automation. Triggers when the user wants to create pixel art, game sprites, tilesets, game assets, or edit existing game art. Supports reference image uploads for style consistency, model selection (Flash/Pro), resolution control, automatic…
h3-interactive-creature-encyclopedia
Create MiniMax H3 prompts for animated creature-encyclopedia interfaces that scan, select, compare, and showcase multiple original beings inside one coherent collectible UI. Use for bestiary, game database, specimen catalog, or creature roster videos; do not use for ordinary wildlife footage or static dashboards.
h3-retro-pixel-sprite-loop
Create MiniMax H3 prompts for looping 16-bit or pixel-art character animation with stable sprite geometry, limited palette, stepped motion, readable idle actions, and matching first/last poses. Use for game mascots, idle loops, attack loops, emotes, or sprite studies; do not use for smooth painterly animation.