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 glue-project-loadinggit 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/glue-project-loading)<a href="https://agentmods.dev/skills/vchelaru/flatredball2/glue-project-loading"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/glue-project-loading/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/glue-project-loading"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/glue-project-loading.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 | $0.00068 | $0.02008 |
| Opus 5.5 | $0.00027 | $0.00803 |
| Sonnet 5.5 | $0.00014 | $0.00402 |
| Haiku 4.5 | $0.00007 | $0.00201 |
Grade A, and why
glue-project-loading 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 — 133 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Loading Glue Projects
FRB2 reads the JSON files Glue writes and builds Screens and Entities from them at runtime. There is
no generated C#: src/Glue/ is the whole implementation, GlueProject is the entry point.
Booting one is a single call in Game1.Initialize, after base.Initialize():
FlatRedBallService.Default.Initialize(this, "Content/FrbEditor/MyGame.gluj");
The project names its own start-up screen, Gum project and resolution, so nothing else is passed —
the engine wires the screen's Save/Project itself. The path must be relative: it resolves
through TitleContainer, which throws on a rooted path, so an absolute one loads the project and
then fails every asset it references. To load a project but boot your own screen instead, use
Initialize<MyScreen>(game, new EngineInitSettings { GlueProjectFile = … }).
Where to start
| Task | Go to |
|---|---|
| Boot a project | Initialize(game, "Content/FrbEditor/MyGame.gluj") |
| Load without booting | GlueProject.Load(glujPath, content) |
| Find/create an element | GlueProject.FindScreen/FindEntity/CreateScreen/CreateEntity |
| Move between screens | Screen.MoveToScreen(string glueName) |
| Read/write an authored variable | the indexer on GlueScreen/GlueEntity, or Get<T> |
| Claim a Glue type for FRB2 | GlueTypeMap |
| Bind an entity to your own class | FlatRedBallService.GlueEntities.Register<T>(name) |
Every loaded element shares one C# type
GlueScreen and GlueEntity are what a loaded element is; only its Save data distinguishes it.
So MoveToScreen<T>() and Factory<T> cannot tell two loaded screens apart — the by-name overloads
(MoveToScreen(string), GlueProject.CreateEntity(name, screen)) exist for exactly this reason.
Both directions work: a loaded screen can still MoveToScreen<AHandWrittenScreen>().
Names are Glue's own, with the folder: Screens\Level1, Entities\Player. Either separator is
accepted and case is ignored, but the prefix is required — a bare leaf is ambiguous, since a screen
and an entity can share one.
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 Changed · +24 lines 1373c2b12920
- 11d ago Changed · +68 tokens per session 75f4529bc06a
- 1mo ago First seen · 109 lines · 0 tokens per session scan A ef031ffd636e
glue-project-loading is a skill published in the GitHub repository vchelaru/FlatRedBall2 (15 stars, last pushed yesterday), licensed MIT. It adds 68 tokens to every session and 2,008 once invoked, about $0.0003 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 2026-09-04.
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