Borrowing it
Nothing to install: this file belongs to vchelaru/FlatRedBall2. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/vchelaru/FlatRedBall2/main/.claude/skills/sample-project-setup/SKILL.mdgit 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/sample-project-setup)<a href="https://agentmods.dev/skills/vchelaru/flatredball2/sample-project-setup"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/sample-project-setup.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 | $0.00067 | $0.01994 |
| Opus 5 | $0.00034 | $0.00997 |
| Sonnet 5 | $0.00013 | $0.00399 |
| Haiku 4.5 | $0.00007 | $0.00199 |
Grade A, and why
sample-project-setup 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 yesterday.
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 — 201 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Sample Project Setup
See
content-boundaryskill first. New projects should scaffold placeholder content files (TMX, Gum, coefficients JSON) rather than hardcoding content in C#. Set the project up so the human can drop in real art, levels, and UI without recompiling.
How to create a new sample project (.csproj) under samples/. Follow this checklist exactly — two of these steps are easy to forget and cause hard-to-diagnose build failures.
Do not read existing sample files to verify these templates. The content below is authoritative. Only read source files if something fails and you have a specific reason to doubt the template.
Checklist
1. Create the directory and .csproj
Copy the structure from an existing sample (e.g., AnimationChainSample). The minimal .csproj:
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>net10.0</TargetFramework>
<RollForward>Major</RollForward>
<PublishReadyToRun>false</PublishReadyToRun>
<TieredCompilation>false</TieredCompilation>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" />
<PackageReference Include="MonoGame.Content.Builder.Task" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\FlatRedBall2.csproj" />
</ItemGroup>
</Project>
No Version attribute on either PackageReference — the repo uses NuGet Central Package Management, so every version is pinned once in the root Directory.Packages.props. If restore complains a package has no version, add it there instead of on the PackageReference.
Do not pin Apos.Shapes — version flows transitively from the engine. Its shader is embedded in the assembly, so it needs no content-pipeline wiring.
1b. Add YourSample.slnx (REQUIRED — easy to forget)
A sibling solution file lets the user open the sample in VS / Rider without loading every other sample in the repo. Minimal content — the sample csproj, the engine csproj, and the engine's AnimationChain.Common dependency:
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.
- yesterday First seen · 201 lines · 67 tokens per session scan A a1f3b4d56263
sample-project-setup is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed yesterday), licensed MIT. It adds 67 tokens to every session and 1,994 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
reflection-method-call
Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.
script-execute
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.
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).
script-delete
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.
script-read
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.