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/playcanvas/create-playcanvas/inspect-glbnpx skills add playcanvas/create-playcanvas --skill inspect-glbgit 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/inspect-glb)<a href="https://agentmods.dev/skills/playcanvas/create-playcanvas/inspect-glb"><img src="https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/inspect-glb.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 | $0.00043 | $0.01069 |
| Opus 5 | $0.00022 | $0.00535 |
| Sonnet 5 | $0.00009 | $0.00214 |
| Haiku 4.5 | $0.00004 | $0.00107 |
Grade A, and why
inspect-glb 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- inspect-glb — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 82 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Inspect GLBs
Resolve scripts/inspect.mjs relative to this skill directory and run it before choosing entity
transforms or animation names:
node <skill-directory>/scripts/inspect.mjs public/models/Character.glb
node <skill-directory>/scripts/inspect.mjs public/models/{Ship,Enemy}_*.glb
The output provides:
dimsfor calculating a uniform scale;groundOffsetfor the model wrapper's local Y position;centerfor the pivot offset from the geometry centre: a non-zero X or Z means the root's position is not where the model appears, and Y feeds grounding;boundsSourceandboundsPosefor proving how and at which pose the bounds were measured;requiresRuntimeCheckfor animated morphs, skins, and incomplete decoding;nodePaths,clips,joints, andanimationTargetsfor animation setup and rig comparison;morphed,morphAnimated, andskinnedfor pose-sensitive assets.
Bounds precision
aabb, dims, center, and groundOffset are decoded from actual vertex positions, default morph
weights, and each node's world matrix. Confirm both source and pose before relying on them:
verticesmeans every primitive was decoded and the bounds are exact forboundsPose.accessor-minmaxmeans at least one primitive could not be decoded, so its bounds fall back to the node-transformed local box. That over-estimates a mesh which does not fill its own box on a node rotated off-axis, by up to 41 percent for a 45-degree yaw.boundsNotesgives the cause.incompletemeans some visible default-pose geometry could not be measured; do not calibrate from the reported bounds.nullmeans no usable bounds could be recovered.
static and default-morph bounds describe visible geometry at its authored default pose. bind
describes skinned vertices before animation. When requiresRuntimeCheck is true, confirm grounding
and maximum animated extent in the running application even if boundsSource is vertices.
Carry boundsSource, aabb, dims, center, and groundOffset into the asset tuning record.
groundOffset seats the base in Y; center.x and center.z are the horizontal pivot offset that
calibrate-model must compensate, so a placed root sits where the mesh appears, not where the
authored pivot happens to be. Running the inspector alone is not placement evidence. Its global AABB supports plane grounding and
broad-phase spacing, but cannot locate a non-planar support surface or attachment point. Use an
authored mount point or confirm the support in the running application before placing another model.
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.
- 6d ago First seen · 82 lines · 43 tokens per session scan A 136da0b5d62d
inspect-glb is a skill published in the GitHub repository playcanvas/create-playcanvas (53 stars, last pushed 2d ago), licensed MIT. It adds 43 tokens to every session and 1,069 once invoked, about $0.0002 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
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).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
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.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.