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/summerengine/summer-engine-agent/fps-controllernpx skills add SummerEngine/summer-engine-agent --skill fps-controllergit 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/fps-controller)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/fps-controller"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/fps-controller.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 | $0.00089 | $0.05837 |
| Opus 5 | $0.00044 | $0.02919 |
| Sonnet 5 | $0.00018 | $0.01167 |
| Haiku 4.5 | $0.00009 | $0.00584 |
Grade A, and why
fps-controller 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 4d 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 — 352 lines — stays where its author put it; the contents beside it link to each section on GitHub.
FPS Controller for Summer Engine
The canonical first-person controller. Coyote time, jump buffering, air control, external-velocity, the works. This is the production minimum for an FPS that doesn't feel like a Unity tutorial — it follows the shipping FPS standard for movement (gravity, grace timers, separate ground/air acceleration, external force accumulator) so the player never says "this feels stiff" or "I jumped right at the edge and died unfairly".
Scene Structure
Player (CharacterBody3D)
├── CollisionShape3D # CapsuleShape3D, body
├── Head (Node3D) # yaw is on Player, pitch is on Head — keeps camera roll-free
│ └── Camera3D # at eye level
└── (optional) RayCast3D # ground / interaction probe
The Head/Camera split is the industry-standard movement model: yaw rotates the body, pitch rotates only the head. Don't pitch the body or you get tilted capsules and slope-collision bugs.
Step-by-Step Setup via MCP
1. Verify the scene first
Always call summer_get_scene_tree before mutating. If World/Player, World/PlayerOld, or any existing CharacterBody3D is present, ASK the user how to proceed before adding nodes.
2. Add the Player root
summer_add_node(scenePath="res://main.tscn", parent="./World", type="CharacterBody3D", name="Player")
summer_set_prop(scenePath="res://main.tscn", path="./World/Player", key="position", value="Vector3(0, 1, 0)")
3. Add the collision shape and size it
summer_add_node(scenePath="res://main.tscn", parent="./World/Player", type="CollisionShape3D", name="Collision")
summer_set_prop(scenePath="res://main.tscn", path="./World/Player/Collision", key="shape", value="CapsuleShape3D")
summer_set_resource_property(scenePath="res://main.tscn", nodePath="./World/Player/Collision", resourceProperty="shape", subProperty="radius", value="0.4")
summer_set_resource_property(scenePath="res://main.tscn", nodePath="./World/Player/Collision", resourceProperty="shape", subProperty="height", value="1.8")
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.
- 4d ago First seen · 352 lines · 89 tokens per session scan A 065e8b97121e
fps-controller is a skill published in the GitHub repository SummerEngine/summer-engine-agent (57 stars, last pushed today), licensed MIT. It adds 89 tokens to every session and 5,837 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.
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