use-widget-asset

use-widget-asset is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 99 tokens per session (2,916 once invoked), scanned A, original, MIT.

A tool for using an interface image from an asset pack as a working game control. It supports elements such as panels, buttons, sliders, progress bars, and switches.

In plain words
What is it for?
Use it to wire asset-pack images into game interfaces, including resizable panels, value-based bars, sliders, and on/off switches.
Why use it?
It uses the pack's layout information so stretchable controls keep their corners and borders intact instead of becoming distorted.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it to wire asset-pack images into game interfaces, including resizable panels, value-based bars, sliders, and on/off switches.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/use-widget-asset
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.

Any agent
npx skills add SummerEngine/summer-engine-agent --skill use-widget-asset
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

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 use-widget-asset

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/use-widget-asset/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/use-widget-asset)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/use-widget-asset"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/use-widget-asset/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.

agentmods 80×15 button for use-widget-asset

Your own site · 80×15
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/use-widget-asset"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/use-widget-asset.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 99 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,916 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00099 $0.02916
Opus 5 $0.00049 $0.01458
Sonnet 5 $0.00020 $0.00583
Haiku 4.5 $0.00010 $0.00292

Measured 10d ago against content hash c07f53dec8f6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

use-widget-asset 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 10d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/2d-assets/use-widget-asset/SKILL.md · 220 lines

How it starts

The opening of the file, as written. The whole thing — 220 lines — stays where its author put it; the contents beside it link to each section on GitHub.

use-widget-asset — Wire a sliced widget into a Summer Engine control

When the create-asset-sheet wizard sees a stretchable UI element (a panel, a slider, a progress bar, a toggle), it returns more than a flat PNG. It returns geometry: 9-slice frame margins for stretchable rectangles, and a fill rect for value-driven widgets. It also pairs ON/OFF toggle slices via pairWith. This skill is the runtime side: how to read that metadata and wire the asset into the right Summer Engine node.

If a slice has no widget metadata, treat it as a static texture (TextureRect) and skip this skill.

Shape support (read first)

The single rule that governs everything below:

9-slice for any AABB-fitting stretchable widget. Static texture for everything else.

Concrete:

Shape Approach Why
Rectangle (panel, button, bar, frame) NinePatchRect with frameMargins 4 corners stay fixed, 4 edges stretch on one axis, center stretches both. Standard 9-slice.
Rounded rectangle NinePatchRect with frameMargins Corner radii live inside the fixed corner cells. Identical to plain rectangle.
Circle / ellipse (round button, gem) Static TextureRect, scale uniformly No edge to stretch — the shape has no "interior to grow."
Diamond / hexagon (badge) Either ship at multiple sizes OR static texture, scale uniformly 9-slice would distort the angled corners. SDF would solve it but is overkill for this pipeline.
Diagonal banner NinePatchRect, accept some distortion Slopes sit in the fixed corner cells; horizontal middle stretches. Looks fine if not stretched aggressively.
Organic shape (scroll, ribbon, painted sash) Static TextureRect Not stretchable in any direction. Regenerate at the target size if you need a different one.

The wizard's vision detector only emits widget metadata for the 5 kinds it knows how to slice (slider, progress_bar, toggle, panel, button). Anything else lands as a static category: ui slice with no widget field — fall through to "render as TextureRect" and skip the rest of this skill.

Read the full file on GitHub · 220 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. 10d ago First seen · 220 lines · 99 tokens per session scan A c07f53dec8f6

Subscribe to this mod's changes

use-widget-asset is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 99 tokens to every session and 2,916 once invoked, about $0.0005 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.

Related

Other skills, from other repositories

roblox-ui

Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames…

gamedev-skills/awesome-gamedev-agent-skills · 101 tokens

game-ui-ux

Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected…

gamedev-skills/awesome-gamedev-agent-skills · 123 tokens

self-evolve

Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.

tettethu/VibeGame · 50 tokens

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.

tettethu/VibeGame · 62 tokens

vibegame-build

Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.

tettethu/VibeGame · 42 tokens

vibegame-start

Resume a VibeGame orchestrator session after vibegame start. Use at the beginning of a Claude or Codex session to inspect team runtime state, repair missing persistent members, load goal and GDD context, inspect tasks, and ask the user what to do next.

tettethu/VibeGame · 61 tokens