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 SummerEngine/summer-engine-agent --skill environment-kitgit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/environment-kit)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/environment-kit"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/environment-kit.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00081 | $0.03014 |
| Opus 5 | $0.00041 | $0.01507 |
| Sonnet 5 | $0.00016 | $0.00603 |
| Haiku 4.5 | $0.00008 | $0.00301 |
Grade A, and why
environment-kit 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 8d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- environment-kit — 86% identical, 60 lines differ
How it starts
The opening of the file, as written. The whole thing — 176 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Environment Kit — Style-Locked Modular Pieces
A kit is a family of meshes — wall, floor, door, pillar, corner, arch — that the level designer snaps together to build interiors and exteriors. The skill exists to solve one specific failure mode: generating each piece with a fresh prompt produces six pieces that look like they came from six different games. The fix is the style anchor pattern — generate one piece first, lock its prompt suffix, and reuse that exact suffix for every subsequent piece.
The backing tool is summer_generate_3d, called multiple times. Each call costs ~$0.50, so a 6-piece kit is ~$3 and ~5 minutes. Confirm scope before starting.
When to use
- "Build me a dungeon kit — walls, floor, door, pillar."
- "I need modular wall pieces for a sci-fi corridor."
- "Make a tileset for a wooden tavern interior."
- "Generate the pieces for a stone temple — I'll assemble the level."
- The user wants to build a level out of repeating, snapping pieces.
When NOT to use
- A single hero prop (single chest, single throne) →
summer:3d-assets/prop-model. - Open-world terrain (rolling hills, forests) → use a heightmap + scattered organic models from
summer:3d-assets/organic-model. - Repeating flat surfaces only (just walls and floors, no decorative pieces) →
summer:asset-pipeline/asset-strategyPipeline 2 (textures + CSG) is cheaper and snaps perfectly to grid. - Characters or vehicles in the scene — those are separate skills.
The style anchor pattern
This is the whole skill. Get this right and the kit looks unified. Get this wrong and you waste $3.
- Generate the anchor piece first. Pick the most visually defining piece — usually the wall or the door. Iterate the prompt until the user approves it visually.
- Extract the style suffix. Everything after the object description. Example anchor prompt:
The suffix to lock is everything fromA stone dungeon wall section, mossy granite blocks with iron reinforcements, torch-bracket sconce, weathered surface. Game asset, centered, stylized low-poly game art, warm torchlight palette, white background, isolated object.Game asset, ...onward, plusmossy granite blocks with iron reinforcements, weathered surface, warm torchlight palette— the material + palette tokens. - Reuse the suffix verbatim for every other piece. Only change the object description at the front.
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.
- 8d ago First seen · 176 lines · 81 tokens per session scan A 17b49dd903e6
environment-kit is a skill published in the GitHub repository SummerEngine/summer-engine-agent (57 stars, last pushed 3d ago), licensed MIT. It adds 81 tokens to every session and 3,014 once invoked, about $0.0004 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 2026-08-30.
Other skills, from other repositories
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
vibegame-edit
Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.
hearth-art
Give a Hearth game real art and sound — importing and slicing spritesheets, animations, procedural sprites and sounds, autonomous CC0 asset sourcing (Kenney, itch.io, OpenGameArt, Freesound, Google Fonts) with licensing rules, and pixel-art discipline (never stretch; read the art before using it). Use when the game…
asset-gen
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
screenshot-isolated
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body…
screenshot-camera
Capture a screenshot from a Unity Camera and return it as a PNG image for direct LLM inspection. Falls back to Camera.main (then any active camera) when cameraRef is null. Width and height are capped to keep response size manageable.