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 vchelaru/FlatRedBall2 --skill content-and-assetsgit clone --depth 1 https://github.com/vchelaru/FlatRedBall2Wrote 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/vchelaru/flatredball2/content-and-assets)<a href="https://agentmods.dev/skills/vchelaru/flatredball2/content-and-assets"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/content-and-assets/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.
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/content-and-assets"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/content-and-assets.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00059 | $0.01590 |
| Opus 5 | $0.00030 | $0.00795 |
| Sonnet 5 | $0.00012 | $0.00318 |
| Haiku 4.5 | $0.00006 | $0.00159 |
Grade A, and why
content-and-assets 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 — 167 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Content and Assets in FlatRedBall2
Decision: Shapes, Sprites, or Gum?
| Need | Use | Content files required? |
|---|---|---|
| Simple geometry (paddles, walls, bullets) | Shapes (AARect, Circle, Polygon) |
No |
| Textured game objects (ships, characters) | Sprite with Texture2D |
Yes (.mgcb pipeline) |
| On-screen text (scores, labels, menus) | Gum Label or TextRuntime |
No (default font auto-loaded) |
Text / Fonts — Use Gum Labels
Gum's default font is loaded automatically — no .mgcb setup required. See the gum-integration skill for Label examples and full layout details.
Graphics Without Art — Use Shapes
Shapes require no content files and are ready to use immediately.
var rect = new AARect { Width = 20, Height = 120, Color = Color.White, IsVisible = true };
Add(rect);
See the shapes skill for all shape types and visual properties.
Sprites and Textures
Load textures via MonoGame's content pipeline and render them with Sprite.
Loading a Texture
// Compiled xnb pipeline — bare asset name (no extension, as defined in the .mgcb):
var texture = Engine.Content.Load<Texture2D>("ship_0001");
// Raw PNG from disk — full path with extension. Participates in PNG hot-reload
// via Engine.Content.TryReload(path). See the content-hot-reload skill.
var bear = Engine.Content.Load<Texture2D>("Content/Bear.png");
Load<Texture2D> routes on the presence of a file extension:
- Bare name → MonoGame's xnb pipeline (requires a
.mgcbentry). Not hot-reloadable. - Path with extension → loaded directly from disk via
Texture2D.FromFile, tracked for hot-reload. Requires the file to be copied to the build output (see Content Pipeline Setup below or use a<Content Include="Content/*.png" CopyToOutputDirectory="PreserveNewest" />item).
Creating a Sprite
var sprite = new Sprite
{
Texture = texture,
TextureScale = 1.5f, // 1.5x the texture's pixel size
IsVisible = true,
};
Add(sprite);
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 · 167 lines · 59 tokens per session scan A 3e281446da37
content-and-assets is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed today), licensed MIT. It adds 59 tokens to every session and 1,590 once invoked, about $0.0003 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 2026-09-04.
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).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
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.