diegetic-world-text

diegetic-world-text is a skill for Claude Code, Codex from Shellishack/3d-web-game-dev-skills. It costs 0 tokens per session (1,121 once invoked), scanned A, original, MIT.

A guide for putting readable text directly into a 3D scene, such as signs, labels, speech bubbles, or markers. It describes text that appears as part of the game world rather than as a separate screen overlay.

In plain words
What is it for?
Use it for world labels, character speech bubbles, region names, debug markers, and prompts in Babylon.js scenes.
Why use it?
It provides a consistent way to display changing text in the scene and keep labels facing the camera when needed.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

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.

agentmods
npx agentmods add skills/shellishack/3d-web-game-dev-skills/diegetic-world-text
Any agent
npx skills add Shellishack/3d-web-game-dev-skills --skill diegetic-world-text
Clone the repo
git clone --depth 1 https://github.com/Shellishack/3d-web-game-dev-skills

Made for: Claude Code, Codex.

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 diegetic-world-text

README.md
[![agentmods](https://agentmods.dev/badge/skills/shellishack/3d-web-game-dev-skills/diegetic-world-text.svg)](https://agentmods.dev/skills/shellishack/3d-web-game-dev-skills/diegetic-world-text)
Your own site
<a href="https://agentmods.dev/skills/shellishack/3d-web-game-dev-skills/diegetic-world-text"><img src="https://agentmods.dev/badge/skills/shellishack/3d-web-game-dev-skills/diegetic-world-text.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,121 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.01121
Opus 5 $0.00000 $0.00561
Sonnet 5 $0.00000 $0.00224
Haiku 4.5 $0.00000 $0.00112

Measured 6d ago against content hash ce8f39c856a0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

diegetic-world-text 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.

diegetic-world-text/SKILL.md · 102 lines

How it starts

The opening of the file, as written. The whole thing — 102 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Diegetic World Text and Signs

Use this skill when adding signs, labels, speech bubbles, markers, or other text that exists inside a 3D scene.

Pattern

Use dynamic canvas textures for short world text. Draw text into a DynamicTexture or canvas, assign it to a plane material, then place the plane in the world. This is useful for signs, region labels, speech bubbles, nameplates, debug markers, and prompt callouts.

Keep the text system generic:

  • createWorldLabel(scene, id, text, position) for fixed labels
  • createSpeechBubble(scene, parent, id, initialText) for character-attached text
  • drawBubbleText(texture, text, tone) for redraws
  • faceCamera(plane, parent, camera) for billboarding when needed
import { Color3, DynamicTexture, MeshBuilder, StandardMaterial, TransformNode, Vector3, type Camera, type Scene } from '@babylonjs/core'

export function createWorldLabel(scene: Scene, id: string, text: string, position: Vector3) {
  const texture = new DynamicTexture(`${id}-texture`, { width: 512, height: 160 }, scene)
  texture.hasAlpha = true
  texture.drawText(text, null, 96, 'bold 52px Inter, Arial', '#191714', '#f6dc72', true)

  const material = new StandardMaterial(`${id}-material`, scene)
  material.diffuseTexture = texture
  material.emissiveColor = Color3.FromHexString('#fff1a0')
  material.specularColor = Color3.Black()

  const plane = MeshBuilder.CreatePlane(id, { width: 2.6, height: 0.8 }, scene)
  plane.position = position
  plane.material = material
  plane.isPickable = false
  return { plane, texture }
}

Texture Setup

Use a power-of-two texture size large enough for readable text, such as 512x160 or 512x192. Enable alpha. Draw a filled background only when readability needs it. Use high-contrast text and simple font stacks.

For multiline bubbles, split primary and secondary lines before drawing. Truncate or wrap long lines. Do this before drawing to avoid overflowing the texture.

export function drawBubbleText(texture: DynamicTexture, text: string, urgent = false) {
  texture.clear()
  const [primary, secondary] = text.split('\n')
  const line = primary.length > 34 ? `${primary.slice(0, 31)}...` : primary
  const background = urgent ? '#ffd1c2' : '#ffffff'

  texture.drawText(line, null, secondary ? 84 : 116, 'bold 38px Inter, Arial', '#181820', background, true)
  if (secondary) {
    texture.drawText(secondary.slice(0, 32), null, 142, 'bold 30px Inter, Arial', '#5f4524', null, true)
  }
}

export function createSpeechBubble(scene: Scene, parent: TransformNode, id: string, text: string) {
  const texture = new DynamicTexture(`${id}-texture`, { width: 512, height: 192 }, scene)
  texture.hasAlpha = true
  drawBubbleText(texture, text)

  const material = new StandardMaterial(`${id}-material`, scene)
  material.diffuseTexture = texture
  material.emissiveColor = Color3.FromHexString('#f7f2df')
  material.specularColor = Color3.Black()

  const plane = MeshBuilder.CreatePlane(id, { width: 1.5, height: 0.56 }, scene)
  plane.parent = parent
  plane.position = new Vector3(0, 1.45, 0)
  plane.material = material
  plane.isPickable = false
  return { plane, texture }
}

Read the full file on GitHub · 102 lines

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. 6d ago First seen · 102 lines · 0 tokens per session scan A ce8f39c856a0

Subscribe to this mod's changes

diegetic-world-text is a skill published in the GitHub repository Shellishack/3d-web-game-dev-skills (5 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,121 tokens. 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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