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 desktop-distributiongit 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/desktop-distribution)<a href="https://agentmods.dev/skills/vchelaru/flatredball2/desktop-distribution"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/desktop-distribution/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/desktop-distribution"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/desktop-distribution.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00052 | $0.00550 |
| Opus 5.5 | $0.00021 | $0.00220 |
| Sonnet 5.5 | $0.00010 | $0.00110 |
| Haiku 4.5 | $0.00005 | $0.00055 |
Grade A, and why
desktop-distribution 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 11d 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 — 19 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Desktop Distribution
FRB2 ships no publish profiles or packaging targets, so the game project owns them. samples/Solitaire/Solitaire.GumPackage.targets shows the pattern for a game-owned targets file that stays inert unless a property turns it on. For the web head see multiplatform-conversion.
Landmines
- A framework-dependent publish builds clean but won't launch on a player's machine. Each RID needs its own profile in
Properties/PublishProfiles/(a profile anywhere else is skipped with only aNETSDK1198warning) that setsRuntimeIdentifierandSelfContained=true. A self-contained artifact'sruntimeconfig.jsonlistsincludedFrameworksrather thanframework.Configurationin a.pubxmlis ignored, so pass-cinstead (dotnet publishdefaults to Release). - On macOS,
Content/goes in<App>.app/Contents/Resources/. Once that folder exists (it holds the.icns), MonoGame'sTitleContainerandFlatRedBallService.OutputContentRootread all content from it and never look beside the.dllinContents/MacOS/. - The
.appneedsContents/Info.plistwhoseCFBundleExecutablenames the published apphost, or macOS has nothing to launch. Compress-Archivestores no Unix file modes, so a zip made on Windows ships an apphost that macOS and Linux won't execute. Setting mode0755throughZipArchiveEntry.ExternalAttributes(the high 16 bits) fixes it. Re-zipping that artifact with Explorer or 7-Zip drops the bit again (macOS reports error -10810), so upload the archive the tooling produced.AfterTargets/BeforeTargetslists are;-separated. A space-separated list names one nonexistent target, and the hook never runs with no warning.- A target runs at most once per build. One target with both
BeforeTargetsandAfterTargetsfires only at the first hook, so a payload step and a post-publish step need two targets. - A relative
PublishDirresolves against the project directory, whiledotnet publish -oresolves against the current directory.
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.
- 11d ago Changed · +52 tokens per session eb2f8b1c0931
- 13d ago Changed · +4 lines f50a78db2134
- 22d ago First seen · 15 lines · 0 tokens per session scan A 7fb3e9c4bc25
desktop-distribution is a skill published in the GitHub repository vchelaru/FlatRedBall2 (15 stars, last pushed yesterday), licensed MIT. It adds 52 tokens to every session and 550 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-09-28.
Other skills, from other repositories
scenario-unity-web
Use when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse .framework.js.br', build too big or slow to load, itch.io, CrazyGames or Poki limits, Addressables or AssetBundles on the Web, 'Could not…
scenario-godot-performance-export
Use when a Godot game stutters, drops frames, hitches when entering new areas, overheats a phone, or must ship: profiling and Performance monitors, CPU or GPU bound, draw calls, MultiMesh, occlusion culling, LOD, shader compilation hitches, export to macOS, Windows, Linux, Steam, Android (APK, AAB, keystore), iOS…
fivem-deployment
Trigger: server artifacts, FXServer, txAdmin, server.cfg, gamebuild, svenforceGameBuild, update server, deploy, EOL, recommended build. Pick, pin and deploy a supported FXServer build.
godot-prompter-dedicated-server
Imported GodotPrompter guidance for dedicated-server workflows in game development projects. Use when building a headless Godot dedicated server: export, server loop, and deployment.
studio-performance-release-lead
Use when you need to coordinate Godot profiling, optimization, export readiness, platform checks, release checklists, store workflow, and post-launch patch planning.
unity-ugs-cloud
Use when auditing Unity Gaming Services: Authentication, Cloud Code, Economy, Cloud Save, Remote Config, and Unity Connect project linkage.