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 portals-labs/portals-plugin-claude --skill portals-pose-tunergit clone --depth 1 https://github.com/portals-labs/portals-plugin-claudeWrote 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/portals-labs/portals-plugin-claude/portals-pose-tuner)<a href="https://agentmods.dev/skills/portals-labs/portals-plugin-claude/portals-pose-tuner"><img src="https://agentmods.dev/badge/skills/portals-labs/portals-plugin-claude/portals-pose-tuner/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/portals-labs/portals-plugin-claude/portals-pose-tuner"><img src="https://agentmods.dev/badge/skills/portals-labs/portals-plugin-claude/portals-pose-tuner.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00186 | $0.01998 |
| Opus 5 | $0.00093 | $0.00999 |
| Sonnet 5 | $0.00037 | $0.00400 |
| Haiku 4.5 | $0.00019 | $0.00200 |
Grade A, and why
portals-pose-tuner 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 12d 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.
How it starts
The opening of the file, as written. The whole thing — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Pose Tuner
A procedural pose is a pure function of numbers (carry tables, grip offsets, recoil shares) and inputs (pitch, kick, scoped). No authored clip can be "the" gun-holding animation, because the hold has to survive things a clip cannot know — camera pitch, strafe direction, recoil, scope state. Those numbers get found by running the game and changing them, so the Pose Tuner puts a panel in the running game that binds the live tables the frame loop already reads: a slider mutates the table in place and the very next frame shows it.
Read references/pose-tuner.md for the full API, the panel reference, and the caveats. It pairs with $portals-guardian-avatars — bone editing targets a Guardian rig, and its export is the boneAdjust shape avatar.animations.load takes.
It is a dev tool, not runtime
Portals stamps it into drafts at _portals/dev/pose-tuner.js (same origin, so the strict game CSP is satisfied) and strips the whole _portals/dev/ prefix out of published bundles. So the import is gated and its rejection caught, or the published game throws on load:
if (new URLSearchParams(location.search).has('poseTuner')) {
try {
const { createPoseTuner } = await import('./_portals/dev/pose-tuner.js');
tuner = createPoseTuner({ title: 'My game', storageKey: 'my-game-tuner' });
} catch { /* published build — no dev tools */ }
}
For local development, download the same bytes from https://portals.to/portals-sdk/pose-tuner.js into the project's _portals/dev/ directory. Files under _portals/ are managed by Portals and never upload, so the local copy cannot drift into the bundle.
Wiring
Every touch point no-ops when tuner is undefined, so these lines can stay in the shipped source:
tuner?.table('HEAVY_CARRY', HEAVY_CARRY); // bind the live table, mutated in place
aimWeapon(avatar, tuner?.apply(inputs) ?? inputs); // forced inputs override pitch/kick/scoped
const dt = tuner?.dt(rawDt) ?? rawDt; // pause / single-step / slow-mo
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.
- 12d ago First seen · 103 lines · 186 tokens per session scan A 6ed25c25e352
portals-pose-tuner is a skill published in the GitHub repository portals-labs/portals-plugin-claude (4 stars, last pushed 3d ago), licensed ISC. It adds 186 tokens to every session and 1,998 once invoked, about $0.0009 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.
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).
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…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.