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 timinggit 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/timing)<a href="https://agentmods.dev/skills/vchelaru/flatredball2/timing"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/timing/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/timing"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/timing.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 | $0.00051 | $0.02439 |
| Opus 5 | $0.00026 | $0.01220 |
| Sonnet 5 | $0.00010 | $0.00488 |
| Haiku 4.5 | $0.00005 | $0.00244 |
Grade A, and why
timing 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 — 220 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Timing in FlatRedBall2
The engine provides FrameTime to every CustomActivity call. Use time.DeltaSeconds (a float) to drive all time-based logic — cooldowns, repeating events, and entity lifetimes.
FrameTime.SinceGameStart is a TimeSpan (use .TotalSeconds for a float). It's useful for absolute timestamps but the countdown pattern below is simpler for most cases.
Scaled vs. Unscaled Delta
FrameTime carries two per-frame deltas:
Delta/DeltaSeconds— multiplied byEngine.Time.TimeScale. This is what you want 99% of the time. If the player triggers slow-mo by settingTimeScale = 0.5f, gameplay usingDeltaSecondsslows down with it.UnscaledDelta/UnscaledDeltaSeconds— the raw wall-clock delta, ignoringTimeScale. Use for things that should run at real-world speed regardless of slow-mo or fast-forward: UI animations, debug overlays, screen-shake decay, anything player-facing that would feel wrong if it slowed down with the game world.
"Unscaled" means not multiplied by TimeScale. It does not mean "ignores pause" — both Delta and UnscaledDelta keep advancing while a screen is paused; the difference is purely the scale multiplication. (Pausing is handled separately — see "Pause and Entity.PauseMode" below.)
For cumulative wall-clock time across the whole game, read Engine.Time.UnscaledTimeSinceStart (a TimeSpan).
Pause and Entity.PauseMode
Screen.PauseThisScreen() suppresses entity physics, entity CustomActivity, and collision processing for the screen. Screen.CustomActivity, Gum UI, and input keep running — pause-menu logic still works.
By default, every entity is PauseMode.Pausable and freezes with the screen. To opt an individual entity out of pause suppression — e.g., a cursor entity, parallax background, or animated menu spinner that should keep ticking even while gameplay is frozen — set entity.PauseMode = PauseMode.Always; (typically in CustomInitialize). Its PhysicsUpdate and CustomActivity will run every frame regardless of Screen.IsPaused.
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 · 220 lines · 51 tokens per session scan A 7f1505601808
timing is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed today), licensed MIT. It adds 51 tokens to every session and 2,439 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.