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 playcanvas/create-playcanvas --skill build-hudgit clone --depth 1 https://github.com/playcanvas/create-playcanvasWrote 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/playcanvas/create-playcanvas/build-hud)<a href="https://agentmods.dev/skills/playcanvas/create-playcanvas/build-hud"><img src="https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/build-hud/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/playcanvas/create-playcanvas/build-hud"><img src="https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/build-hud.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00061 | $0.00485 |
| Opus 5 | $0.00030 | $0.00243 |
| Sonnet 5 | $0.00012 | $0.00097 |
| Haiku 4.5 | $0.00006 | $0.00049 |
Grade A, and why
build-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 9d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- build-hud — 100% identical, 0 lines differ
What it actually says
Game interface
A HUD is a view of game state, not a source of it. Render it from the current state each frame or on each transition; never store gameplay truth in the DOM or a UI element.
Choose the UI layer
- Build the interface in the natural UI layer for the surface — a DOM or React overlay, or the
Engine
screenandelementUI — decided with thebuild-appskill. Keep it outside gameplay model hierarchies, asassemble-scenerequires. - For a screen-space Engine UI, adapt a user-interface example with
find-examplesrather than guessing element anchoring, scaling, and font handling.
Drive from state
- Map each overlay to a game state and each indicator to a snapshot field. A transition shows or
hides overlays; it does not duplicate the state the game already owns (see
manage-game-state). - An indicator that is idle most of the time toggles
enabledwith its visibility; an element left drawing at opacity 0 still costs a draw call every frame (seereduce-draw-calls). - Anchor and scale elements to the viewport so the layout holds at the target resolution and on resize. Verify at the acceptance resolution, not the default window size.
- Keep copy minimal and legible over the scene: back text with a plate or shadow where the frame is
bright, and unify interface colour with the scene's grade from
light-scene.
Prove it reflects state
Drive real input through every transition and confirm with screenshots that the correct overlay shows and each indicator tracks the snapshot — a reload meter empties and refills, a timer advances, a menu appears only in its state. A saved filepath or a visibility flag is not visual evidence; inspect the returned pixels as the local agent guide requires.
Choose the authoring surface with the build-app skill and build the interface through its own UI
primitives before reaching into the Engine.
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.
- 9d ago First seen · 39 lines · 61 tokens per session scan A e09a691b886c
build-hud is a skill published in the GitHub repository playcanvas/create-playcanvas (53 stars, last pushed today), licensed MIT. It adds 61 tokens to every session and 485 once invoked, about $0.0003 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.
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Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.