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 tmxgit 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/tmx)<a href="https://agentmods.dev/skills/vchelaru/flatredball2/tmx"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/tmx/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/tmx"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/tmx.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium Output Handling · line 154 Output size or generation rate is not bounded. Unbounded output enables denial-of-service through resource exhaustion, log flooding, or context-window stuffing.Fix: Set explicit limits on output length, generation count, and rate. Use max_tokens and truncation to prevent unbounded output.
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 | $0.00060 | $0.03431 |
| Opus 5 | $0.00030 | $0.01716 |
| Sonnet 5 | $0.00012 | $0.00686 |
| Haiku 4.5 | $0.00006 | $0.00343 |
Grade A, and why
tmx 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 5d 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 — 180 lines — stays where its author put it; the contents beside it link to each section on GitHub.
TMX Map Files in FlatRedBall2
See
content-boundaryskill first. TMX files are a human-edited content format — AI should scaffold a minimal valid TMX and tell the user to open it in Tiled for real level design. Do not try to author detailed levels in XML.
TMX files are the standard level format. A base template and standard tileset live in .claude/templates/Tiled/.
Hot-reload — see content-hot-reload skill
TileMap.TryReloadFrom(path) applies tile-data changes (cell GID/flip changes) in place; structural changes (resize, layer set, tilesets, object layers) return false so the caller falls back to RestartScreen(RestartMode.HotReload). Hand-authored mutations to a TSC after GenerateCollisionFromClass / GenerateCollisionFromProperty (e.g. tsc.AddPolygonTileAtCell(...) to extend the generated collision) are wiped on in-place reload — those live in CustomInitialize, which only re-runs on a full screen restart.
Communication convention — reference tiles by numeric ID
When discussing a tile (its polygon, class, position, collision shape, etc.), always refer to it by its numeric tile ID — e.g., "tile ID 11's polygon" rather than "the slope triangle". The ID is the unambiguous handle that matches the .tsx file and Tiled's editor; descriptions alone are ambiguous when multiple tiles have similar shapes.
Setup — Copying Template Files
When a game needs a TMX level, copy these three files into the game's content directory:
base.tmx→ rename to the level name (e.g.,Level1.tmx)StandardTileset.tsx→ copy alongside the.tmxStandardTilesetIcons.png→ copy alongside the.tsx
The .tmx references the .tsx by relative path (source="StandardTileset.tsx"), so they must be in the same directory.
.csproj — Copy Tiled Files to Output
TMX files are loaded at runtime via ParseFromFile, not the content pipeline. All Tiled files must be copied to the output directory. Add this to the .csproj:
<ItemGroup>
<Content Include="Content/Tiled/**" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
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.
- 5d ago First seen · 180 lines · 60 tokens per session scan A 77a0f4a1610d
tmx is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed yesterday), licensed MIT. It adds 60 tokens to every session and 3,431 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.