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/verify-pixelsnpx skills add playcanvas/create-playcanvas --skill verify-pixelsgit 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/verify-pixels)<a href="https://agentmods.dev/skills/playcanvas/create-playcanvas/verify-pixels"><img src="https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/verify-pixels.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 | $0.00046 | $0.00711 |
| Opus 5 | $0.00023 | $0.00356 |
| Sonnet 5 | $0.00009 | $0.00142 |
| Haiku 4.5 | $0.00005 | $0.00071 |
Grade A, and why
verify-pixels 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 5d 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:
- verify-pixels — 100% identical, 62 lines differ
How it starts
The opening of the file, as written. The whole thing — 51 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Prove pixels unchanged
A rendering change that must not alter the image is not proven by eyeballing a screenshot at one pose. Build a deterministic capture, compare byte-exact counts across a pose × phase matrix, and prove the capture harness itself is trustworthy before trusting what it reports about the change.
Make the frame deterministic
- Drive every animated shader or vertex effect from one app-owned time value, never
Date.now()orperformance.now()read inside the render path, so a captured phase is exactly reproducible. - Freeze the clock with
app.timeScale = 0before capturing; nothing should advance between frames you did not explicitly step. - Step frames explicitly: set
app.autoRender = falseonce, then setapp.renderNextFrame = truebefore each frame you want rendered. The engine renders exactly that frame and clears the flag — do not rely on the free-running render loop plus a timed screenshot. - Read the rendered pixels with
await device.readPixelsAsync(x, y, w, h, pixels)against the exact backbuffer, not a re-encoded screenshot (e.g.canvas.toDataURL) that can introduce compression or colour-management differences the eye won't catch. In the installed engine this method lives onWebglGraphicsDevice, not the baseGraphicsDevicetype, so narrow to it (or branch ondevice.isWebGL2) before calling; a WebGPU project needs its own equivalent readback. If the project already has a screenshot path, hold it to the same rule: fixed size, fixed pose, no lossy step before the byte comparison.
Build a pose × phase matrix
Single-pose, single-frame proof cannot see everything a rendering refactor can break. Choose at least two representative camera poses — angles that would expose a dropped instance, a wrong batch bound, or a seam differently — and at least two animation phases, including one mid-animation, not only frame zero. Capture every pose × phase pair for the build before the change and the build after it, with the same canvas size, camera, and lighting each time.
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.
- 5d ago First seen · 51 lines · 46 tokens per session scan A b59c7450d676
verify-pixels is a skill published in the GitHub repository playcanvas/create-playcanvas (53 stars, last pushed today), licensed MIT. It adds 46 tokens to every session and 711 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.
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…