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 agentmods add skills/plausibleventures/lattice/hudnpx skills add plausibleventures/lattice --skill hudgit clone --depth 1 https://github.com/plausibleventures/latticeWrote 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/plausibleventures/lattice/hud)<a href="https://agentmods.dev/skills/plausibleventures/lattice/hud"><img src="https://agentmods.dev/badge/skills/plausibleventures/lattice/hud.svg" alt="Measured on agentmods" 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 | $0.04011 |
| Opus 5 | $0.00044 | $0.02005 |
| Sonnet 5 | $0.00018 | $0.00802 |
| Haiku 4.5 | $0.00009 | $0.00401 |
Grade A, and why
hud 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 6d 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 — 315 lines — stays where its author put it; the contents beside it link to each section on GitHub.
HUD
The whole overlay of a game HUD is a few dozen DOM nodes that change a few times a second. A virtual DOM would be more code than the UI it manages, so there is not one.
The package ships no stylesheet at all. It writes structure, pointer-events, and
--lattice-* custom properties, and holds no opinion about anything else. So your <style>
block is the HUD's art direction — that is a feature, and it is why there is no theme to fight.
The whole thing
import { fmtCompact } from '@latticekit/core';
import { browserFrames, createLoop } from '@latticekit/loop';
import { createOverlay, drive, el, interactive, roll, setText, toasts } from '@latticekit/ui';
interface Model {
readonly coin: number;
readonly price: number;
readonly affordable: boolean;
readonly objective: string;
}
export function createHud(read: () => Model, onBuy: () => void) {
const now = (): number => performance.now();
const loop = createLoop({ clock: { now }, frames: browserFrames() });
const ui = createOverlay({ now }); // the SAME clock. Two clocks in one HUD is the bug below
const coin = roll(ui, { format: fmtCompact });
const objective = el('p', { class: 'objective' });
const buy = interactive(el('button', { class: 'buy' }, 'Build'));
buy.addEventListener('click', onBuy);
ui.mount(el('div', { class: 'hud' }, objective, 'Coin ', coin.node, buy), { interactive: true });
// State on UPDATE. If `render` never runs — a hidden tab — every number here is still right.
ui.every(() => {
const m = read();
coin.set(m.coin);
setText(objective, m.objective); // writes only on change, and says whether it did
setText(buy, `Build · ${Math.ceil(m.price)}`);
buy.classList.toggle('is-affordable', m.affordable);
buy.toggleAttribute('disabled', !m.affordable);
});
drive(ui, loop); // update → ui.tick, render → ui.repaint. Never the other way
loop.start();
toasts(ui).show('The light is lit', 'good');
return { ui, loop };
}
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.
- 6d ago First seen · 315 lines · 89 tokens per session scan A ad9c272fb8a0
hud is a skill published in the GitHub repository plausibleventures/lattice (36 stars, last pushed 13d ago), licensed MIT. It adds 89 tokens to every session and 4,011 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 2026-08-30.
Other skills, from other repositories
phaser3-engineer
!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 skills/shared/protocols/tool-efficiency.md 2>/dev/null || true !cat…
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
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.
assets-create-folder
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects 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).