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/skills/reuse-scriptsnpx skills add playcanvas/skills --skill reuse-scriptsgit clone --depth 1 https://github.com/playcanvas/skillsWrote 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/skills/reuse-scripts)<a href="https://agentmods.dev/skills/playcanvas/skills/reuse-scripts"><img src="https://agentmods.dev/badge/skills/playcanvas/skills/reuse-scripts.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 | $0.00039 | $0.00635 |
| Opus 5 | $0.00019 | $0.00318 |
| Sonnet 5 | $0.00008 | $0.00127 |
| Haiku 4.5 | $0.00004 | $0.00064 |
Grade A, and why
reuse-scripts 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 4d 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.
This is a copy
100% identical to reuse-scripts — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 60 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Engine scripts
The installed playcanvas package ships production scripts under scripts/esm/**. Discover the
current set rather than maintaining a stale list:
rg 'static scriptName =' node_modules/playcanvas/scripts/esm \
| sed "s|.*/scripts/esm/||; s|:.*static scriptName = ['\"]| -> |; s|['\"].*||" \
| sort
Read the selected file for its named export, @attribute properties, and defaults. Not every module
is a Script; the parsers below scripts/esm/parsers are plain classes registered with a resource
handler instead.
Only import from scripts/esm/**. Legacy sibling directories depend on the global Engine namespace.
After selecting a script, use find-examples to locate its matching versioned Engine example.
Use a relevant shipped script as the default implementation. If it cannot own the whole feature, preserve its input signs, angular damping, bounds, and lifecycle invariants in the custom portion instead of replacing them from memory.
Reproduce the reference integration
Treat the selected script source and its closest official example as complementary references:
- Read the source for exports, properties, defaults, fallbacks, required components, and lifecycle.
- Read the example for assets, entity references, mesh requirements, layer ordering, scene settings, and render-pipeline setup.
- Reproduce the smallest working baseline before customizing it. Preserve defaults that are not deliberately changed, and tune one property group at a time.
- After a rendered frame, fail on console, shader, or missing-asset diagnostics. Exercise the behavior with real input where applicable and inspect returned screenshots from representative views at the final backbuffer density.
- Compare the result with the official example when visual quality matters. Keep iterating or report the gap; a running fallback is not proof of correct integration.
If no matching example exists, state that and derive the integration from installed source instead of inventing it from memory.
What ships with it
3 files 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.
- 4d ago First seen · 60 lines · 39 tokens per session scan A 44eec87ae34a
reuse-scripts is a skill published in the GitHub repository playcanvas/skills (14 stars, last pushed 8d ago), licensed MIT. It adds 39 tokens to every session and 635 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to reuse-scripts, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
unreal-mcp
Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a .uproject…
unreal-game-builder
Use when building, completing, or repairing a playable Unreal Engine game or vertical slice that spans several gameplay, world, presentation, testing, and delivery domains.
unreal-ai-navigation
Use when Unreal Engine NPCs need spawning, possession, perception, navigation, patrol, pursuit, attack decisions, Behavior Trees, StateTree, EQS, failure recovery, or proof of a closed AI gameplay loop.
unreal-animation
Use when an Unreal Engine character needs an Animation Blueprint, locomotion state machine, blend space, montage, slot, notify, root motion, retargeting, hit reaction, death animation, or animation/runtime synchronization repair.
unreal-blueprint-cpp-authoring
Use when an Unreal Engine feature needs a deliberate Blueprint, C++, or hybrid implementation route, especially for reusable state owners, graph changes, modules, components, compile failures, or editor-visible APIs.
unreal-combat-systems
Use when an Unreal Engine game needs weapons, attacks, traces, projectiles, damage, health, hit reactions, death, scoring, cooldowns, targeting, combat reset, or recovery from invalid combat events.