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/tykisgod/quick-question/plannpx skills add tykisgod/quick-question --skill plangit clone --depth 1 https://github.com/tykisgod/quick-questionWhat 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 | $0.00026 | $0.02051 |
| Opus 5 | $0.00013 | $0.01026 |
| Sonnet 5 | $0.00005 | $0.00410 |
| Haiku 4.5 | $0.00003 | $0.00205 |
Grade A, and why
plan 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 2d 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 — 181 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Respond in the user's preferred language (detect from their recent messages, or fall back to the language setting in CLAUDE.md).
Generate a technical implementation plan for Unity. This is NOT a game design document — it translates an existing design into an engineering plan that /qq:execute can consume.
When the plan can use live Unity editing instead of code: some implementation steps are simpler as direct tykit calls (scene tweaks, prefab overrides, UI adjustments, one-off data fixes) rather than writing C# utilities. If a step is a one-shot editor-state change, see
shared/tykit-reference.mdand mark the step as "execute via tykit command X" in the plan. Reserve code-writing for changes that need version control, compile-time validation, or repeatable behavior.
Arguments: $ARGUMENTS
- A file path to a game design document
- A brief description (1-2 sentences) of what to build
- No arguments: check conversation context for a recent design discussion
1. Understand the Input
Best case: user provides a game design document (from Docs/qq/, Docs/design/, Notion export, or inline). Read it fully, extract the technical requirements.
Minimal case: user gives a one-liner like "add a health system" or "weapons need ammo reloading". Ask 3-5 targeted technical questions before proceeding:
- What existing systems does this interact with? (or: let me explore the codebase to find out)
- Any data format preferences? (ScriptableObject, CSV config, etc.)
- Any hard constraints? (no singletons, must work with existing event bus, etc.)
Do NOT ask more than 5 questions. If something is unclear, explore the codebase to find the answer yourself. Prefer reading code over asking the user.
2. Explore the Codebase
Before writing the plan, understand what already exists:
- Read CLAUDE.md for coding standards
- Read AGENTS.md for architecture layers and module boundaries (if it exists)
- Explore the relevant directories (
Assets/Scripts/, service modules, existing interfaces) - Check .asmdef structure to understand module boundaries
- Identify existing patterns the new code should follow (event bus, service locator, dependency injection, etc.)
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.
- 2d ago First seen · 181 lines · 26 tokens per session scan A 249ba0a3872e
plan is a skill published in the GitHub repository tykisgod/quick-question (11 stars, last pushed 7d ago), licensed MIT. It adds 26 tokens to every session and 2,051 once invoked, about $0.0001 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
geometry-and-math
Use this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp.
text-and-bitmaptext
Use this skill when displaying text in Phaser 4. Covers Text game objects, BitmapText, web fonts, text styling, word wrap, alignment, padding, and dynamic text content. Triggers on: Text, BitmapText, this.add.text, font, word wrap, text style.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
assets-prefab-save
Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.
mobile-games
Mobile game development principles. Touch input, battery, performance, app stores.
build-game-monster-system
Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating…