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 valkor-ai/loom --skill screenshotgit clone --depth 1 https://github.com/valkor-ai/loomWrote 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/valkor-ai/loom/screenshot)<a href="https://agentmods.dev/skills/valkor-ai/loom/screenshot"><img src="https://agentmods.dev/badge/skills/valkor-ai/loom/screenshot.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 | $0.00087 | $0.01590 |
| Opus 5 | $0.00044 | $0.00795 |
| Sonnet 5 | $0.00017 | $0.00318 |
| Haiku 4.5 | $0.00009 | $0.00159 |
Grade A, and why
screenshot 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 7d 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 — 176 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Screenshot — Gameplay Capture via godot-e2e
$ARGUMENTS
Capture screenshots from a running Godot game using godot-e2e's internal viewport capture. Works headless, multi-monitor safe, no external tools needed.
Quick Capture (single screenshot)
Write and run a Python script:
# capture_screenshot.py
import os, sys
from godot_e2e import GodotE2E
project_path = sys.argv[1] if len(sys.argv) > 1 else "."
save_path = sys.argv[2] if len(sys.argv) > 2 else "screenshot.png"
with GodotE2E.launch(project_path, timeout=15.0) as game:
game.wait_for_node("/root/Main", timeout=10.0)
game.wait_seconds(1.0) # let the game render a few frames
result = game.screenshot(save_path=save_path)
print(f"Screenshot saved: {result}")
Run: python capture_screenshot.py <project_dir> <output_path>
Multi-Point Capture (E2E with screenshots)
For capturing multiple screenshots during a gameplay scenario:
# capture_gameplay.py
import os, sys
from godot_e2e import GodotE2E
project_path = sys.argv[1] if len(sys.argv) > 1 else "."
output_dir = sys.argv[2] if len(sys.argv) > 2 else "screenshots"
os.makedirs(output_dir, exist_ok=True)
with GodotE2E.launch(project_path, timeout=15.0) as game:
game.wait_for_node("/root/Main", timeout=10.0)
# 1. Initial state
game.wait_seconds(0.5)
game.screenshot(save_path=os.path.join(output_dir, "01_initial.png"))
# 2. After some interaction (customize per game)
game.wait_seconds(2.0)
game.screenshot(save_path=os.path.join(output_dir, "02_gameplay.png"))
# 3. Later state
game.wait_seconds(3.0)
game.screenshot(save_path=os.path.join(output_dir, "03_later.png"))
print(f"Captured {len(os.listdir(output_dir))} screenshots to {output_dir}/")
Frame Sequence for VQA Dynamic Mode
For scenes with motion, animation, or physics, the visual-qa skill's
Dynamic mode expects a reference image plus N frames captured at 0.5s
intervals (2 FPS cadence). Output goes into a per-scene subdirectory
(e2e/screenshots/scene_{name}/) so multiple scenes don't collide:
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.
- 7d ago First seen · 176 lines · 87 tokens per session scan A 720a18ed5803
screenshot is a skill published in the GitHub repository valkor-ai/loom (968 stars, last pushed 21d ago), licensed Apache-2.0. It adds 87 tokens to every session and 1,590 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
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.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.