portals-guardian-avatars

portals-guardian-avatars is a skill for Claude Code from portals-labs/portals-plugin-claude. It costs 197 tokens per session (2,214 once invoked), scanned A, original, ISC.

A Three.js avatar library for adding Portals Guardian characters to 3D games. Three.js is a JavaScript library for creating 3D scenes in a web browser.

In plain words
What is it for?
It helps create player and non-player avatars with customizable bodies, colors, hairstyles, wearables, animations, swimming, touch controls, cameras, weapons, and ragdolls.
Why use it?
It avoids building player characters, animations, appearance options, and movement controls from scratch.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the portals-plugin-claude plugin — 8 skills, 1 MCP server shipped together

Good fit It helps create player and non-player avatars with customizable bodies, colors, hairstyles, wearables, animations, swimming, touch controls, cameras, weapons, and ragdolls.

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Install with agentmods
npx agentmods add skills/portals-labs/portals-plugin-claude/portals-guardian-avatars
Install

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.

Any agent
npx skills add portals-labs/portals-plugin-claude --skill portals-guardian-avatars
Clone the repo
git clone --depth 1 https://github.com/portals-labs/portals-plugin-claude

Made for: Claude Code.

Or install portals-plugin-claude, the plugin that ships this one along with the rest of its 8 skills, 1 MCP server.

Wrote 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.

agentmods badge for portals-guardian-avatars

README.md
[![agentmods](https://agentmods.dev/badge/skills/portals-labs/portals-plugin-claude/portals-guardian-avatars/github.svg)](https://agentmods.dev/skills/portals-labs/portals-plugin-claude/portals-guardian-avatars)
Your own site
<a href="https://agentmods.dev/skills/portals-labs/portals-plugin-claude/portals-guardian-avatars"><img src="https://agentmods.dev/badge/skills/portals-labs/portals-plugin-claude/portals-guardian-avatars/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.

agentmods 80×15 button for portals-guardian-avatars

Your own site · 80×15
<a href="https://agentmods.dev/skills/portals-labs/portals-plugin-claude/portals-guardian-avatars"><img src="https://agentmods.dev/badge/skills/portals-labs/portals-plugin-claude/portals-guardian-avatars.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 197 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,214 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00197 $0.02214
Opus 5 $0.00098 $0.01107
Sonnet 5 $0.00039 $0.00443
Haiku 4.5 $0.00020 $0.00221

Measured 2d ago against content hash 2dc9e40580d7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

portals-guardian-avatars 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 2d 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.

plugins/portals-plugin-claude/skills/portals-guardian-avatars/SKILL.md · 62 lines

How it starts

The opening of the file, as written. The whole thing — 62 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Guardian avatars

The Guardian avatar SDK renders the same avatars players wear across Portals. It is a Three.js library, not a renderer: the game owns the scene, camera, and render loop, and the SDK adds avatars to it. Reach for it instead of hand-rolling a character whenever a 3D game wants a player avatar.

Read references/guardian-avatars.md for the full API, code examples, versioning, and local-development setup. For targeting reticles, cast telegraphs and world markers built within the sandbox rules, read references/ability-vfx.md. Types for autocomplete: https://portals.to/portals-sdk/guardians.d.ts — the source of truth for the API.

Wiring

Portals stamps the SDK into every processed preview and published bundle. Load it beside the Portals SDK; never edit, bundle, or ship a copy:

<script src="./_portals/sdk.js"></script>
<script src="./_portals/guardians-sdk.js"></script>
<script src="./game.js"></script>
const { THREE, PortalsAvatars } = await PortalsGuardians.ready();

Module-based games can skip the loader and import { PortalsAvatars } from '@portals/avatars' instead — Portals writes the import map that resolves @portals/avatars, three, and three/addons/. Map the bare specifier at guardians-sdk.module.js, never at the guardians-sdk.js loader. Both routes load the same module and can be mixed. Only three addons are hosted: controls/OrbitControls.js, loaders/GLTFLoader.js, utils/BufferGeometryUtils.js.

Rules that are easy to get wrong

  • Call avatars.update(dt) once per frame or nothing animates.
  • Anything that writes bones runs AFTER avatars.update(dt). That call is the mixer tick, and it rewrites every bone local from the clips. Ragdoll.update(), aimWeapon() and applyPose() stepped before it are silently overwritten — nothing errors; it just does not work.
  • Take THREE from the SDK, not from a CDN. There is exactly one shared instance; the game CSP keeps script-src at 'self', so a second copy will not load and would break instance checks anyway.
  • Assets resolve through Portals. Published games run under connect-src 'self'; the SDK rewrites asset URLs onto managed same-origin paths automatically. Two exceptions need action: run a wearable's thumbnail through resolveAssetUrl before using it in an <img> (img-src is 'self' too), and equip an externally hosted wearable as a catalog item with its id rather than a bare URL, since the item proxy addresses it by inventory item id.
  • Pin the version. Only editor and AI-builder games are frozen on the avatar SDK version they were first stamped with. A push from this plugin, a zip import or a GitHub build replaces the whole bundle and re-stamps the SDK at the current platform release, so an unpinned pushed game can change version on any push. Pin { "guardiansSdk": "0.36.0" } in portals.json at the project root; the pin wins on every path. Pinning an unreleased version fails the publish. Features below are marked with the release they shipped in — a game pinned lower does not have them.
  • Ground and collision are yours to supply. The defaults are a flat floor at y = 0 and free movement. SceneCollider is the quickest real level — register level geometry only, never avatars, and call collider.refresh() after adding or removing meshes. With existing physics, pass getGroundHeight, resolveMovement, raycast, and checkClearance directly.
  • Ledge grabbing needs raycast. Without it nothing is climbable. Both shoulders must find the ledge, so a ledge narrower than the character cannot be grabbed, and the probe only runs while airborne — the player always jumps or falls into a climb. Since 0.36.0 a wall standing in front of the ledge rejects the grab, so a wall is never climbed through.
  • Swimming is the game's toggle. The SDK has no idea where a level's water is: call controller.setSwimming(true, { surfaceY }) at the water's edge and setSwimming(false) exactly at the boundary on the way out.
  • Clips load on demand. createAvatar resolves as soon as the body is on screen; the locomotion GLB downloads on first movement. animations.play() returns false until the clip's bytes arrive — that is not an error; await ensure() for certainty. Call avatars.preloadAnimations() to pay the cost behind a loading screen.
  • Clean up with avatars.dispose() when leaving a scene, or avatars.removeAvatar(avatar) / avatars.removeNPC(npc) for one.

Read the full file on GitHub · 62 lines

Files

What ships with it

2 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.

Changes

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.

  1. 2d ago Changed 2dc9e40580d7
  2. 12d ago First seen · 62 lines · 197 tokens per session scan A 27202a09f102

Subscribe to this mod's changes

portals-guardian-avatars is a skill published in the GitHub repository portals-labs/portals-plugin-claude (4 stars, last pushed 3d ago), licensed ISC. It adds 197 tokens to every session and 2,214 once invoked, about $0.0010 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 2026-08-31.

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