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 wedabro/bro-skills --skill speckit.game-embeddedgit clone --depth 1 https://github.com/wedabro/bro-skillsWrote 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/wedabro/bro-skills/speckit.game-embedded)<a href="https://agentmods.dev/skills/wedabro/bro-skills/speckit.game-embedded"><img src="https://agentmods.dev/badge/skills/wedabro/bro-skills/speckit.game-embedded/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/wedabro/bro-skills/speckit.game-embedded"><img src="https://agentmods.dev/badge/skills/wedabro/bro-skills/speckit.game-embedded.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 | $0.00053 | $0.01084 |
| Opus 5.5 | $0.00021 | $0.00434 |
| Sonnet 5.5 | $0.00011 | $0.00217 |
| Haiku 4.5 | $0.00005 | $0.00108 |
Grade A, and why
speckit.game-embedded 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 29d 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 — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Mission
Architect, optimize, and integrate embedded game engines (Unity WebGL, Godot 4 HTML5/WASM, PlayCanvas, Defold, or Iframe sandboxes) into modern Web Platforms (React, Next.js, Vue, Vanilla TS). Ensure seamless 2-way communication, optimal WASM loading performance, proper security headers for multi-threading, and responsive container scaling.
Inputs and Outputs
- Read
.agents/specs/[feature]/spec.md,plan.md,tasks.md, target engine export artifacts, bridge event schemas, and platform SDK specifications. - Produce typed bridge dispatcher (
GameBridge.ts), responsive shell container component (GameContainer.tsx/vue), loading screen with lifecycle hooks, server headers (COOP/COEP, Brotli), and platform connectors.
Protocol
1. Two-Way Bridge Architecture (Web ⇋ Engine)
- Type-Safe Dispatcher: Define strict TypeScript interfaces for all outbound actions and inbound events.
- Web ➔ Engine (Call into Game):
- Unity: Use
unityInstance.SendMessage(gameObjectName, methodName, jsonPayload). - Godot: Use
JavaScriptBridge.eval()or trigger registered callback handlers. - Iframe / Web Worker: Use
window.postMessagewith stricttargetOriginverification (never use*in production).
- Unity: Use
- Engine ➔ Web (Game Events to Shell):
- Unity: Implement C#
.jslibplugins calling global bridge functions:window.dispatchGameEvent(eventName, data). - Godot: Use
JavaScriptBridge.get_interface("window").dispatchGameEvent(eventName, data).
- Unity: Implement C#
- Validation: Validate all incoming event payloads using schemas (e.g. Zod) before updating Web state.
2. Web Shell & Responsive Container Management
- Aspect Ratio Locking: Wrap game canvas in a responsive container with aspect-ratio preservation (
16:9,4:3,9:16for mobile vertical) using CSS Letterbox / Pillarbox. - Orientation & Fullscreen:
- Implement Fullscreen API handler with fallback for iOS Safari.
- Listen to
ScreenOrientationchange events; show rotate device overlay when orientation is incompatible.
- Focus & Input Trapping:
- Automatically manage Canvas focus/blur to capture keyboard game inputs (Arrow keys, Spacebar) while preventing unwanted page scrolling.
- Release focus when user interacts with Web DOM overlays (modals, chat inputs).
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.
- 29d ago First seen · 66 lines · 53 tokens per session scan A 3535745401ef
speckit.game-embedded is a skill published in the GitHub repository wedabro/bro-skills (3 stars, last pushed 19d ago), licensed MIT. It adds 53 tokens to every session and 1,084 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 2026-09-14.
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