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/shellishack/3d-web-game-dev-skills/diegetic-world-textnpx skills add Shellishack/3d-web-game-dev-skills --skill diegetic-world-textgit clone --depth 1 https://github.com/Shellishack/3d-web-game-dev-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/shellishack/3d-web-game-dev-skills/diegetic-world-text)<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>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 | $0.00000 | $0.01121 |
| Opus 5 | $0.00000 | $0.00561 |
| Sonnet 5 | $0.00000 | $0.00224 |
| Haiku 4.5 | $0.00000 | $0.00112 |
Grade A, and why
diegetic-world-text scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 102 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Diegetic World Text and Signs
Use this skill when adding signs, labels, speech bubbles, markers, or other text that exists inside a 3D scene.
Pattern
Use dynamic canvas textures for short world text. Draw text into a DynamicTexture or canvas, assign it to a plane material, then place the plane in the world. This is useful for signs, region labels, speech bubbles, nameplates, debug markers, and prompt callouts.
Keep the text system generic:
createWorldLabel(scene, id, text, position)for fixed labelscreateSpeechBubble(scene, parent, id, initialText)for character-attached textdrawBubbleText(texture, text, tone)for redrawsfaceCamera(plane, parent, camera)for billboarding when needed
import { Color3, DynamicTexture, MeshBuilder, StandardMaterial, TransformNode, Vector3, type Camera, type Scene } from '@babylonjs/core'
export function createWorldLabel(scene: Scene, id: string, text: string, position: Vector3) {
const texture = new DynamicTexture(`${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 }
}
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.
- 6d ago First seen · 102 lines · 0 tokens per session scan A ce8f39c856a0
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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